Physics Components
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    Class CharComponentSystem

    Char Component System handles all Char Components.

    Hierarchy (View Summary)

    Index

    Accessors

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: object

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      obj.on('test', handler);

      obj.off(); // Removes all events
      obj.off('test'); // Removes all events called 'test'
      obj.off('test', handler); // Removes all handler functions, called 'test'
      obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: object

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: object

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      obj.fire('test', 1, 2); // not going to get handled
    • Allows to override the JS callbacks that Jolt will call from Wasm instance. Important - do not use arrow functions! Use regular ones.

      Note that the functions will be re-evaluated and will lose their current scope, so don't reference any existing variables outside these functions.

      For details, refer to Jolt documentation: Character Contact Listener

      Parameters

      • callbacks: {
            OnAdjustBodyVelocity: Function;
            OnCharacterContactAdded: Function;
            OnCharacterContactSolve: Function;
            OnCharacterContactValidate: Function;
            OnContactAdded: Function;
            OnContactSolve: Function;
            OnContactValidate: Function;
        } = {}

        An object with one or more callback functions, allowing you to override the default ones.

        • OnAdjustBodyVelocity: Function

          Callback to adjust the velocity of a body as seen by the character.

          OnAdjustBodyVelocity: function (inCharacter, inBody2, ioLinearVelocity,ioAngularVelocity) {}
          
        • OnCharacterContactAdded: Function

          Same as OnContactAdded but when colliding with a Character Virtual.

          OnCharacterContactAdded: function (inCharacter, inOtherCharacter, inSubShapeID2,
          inContactPosition, inContactNormal, ioSettings) {}
        • OnCharacterContactSolve: Function

          Same as OnContactSolve but when colliding with a CharacterVirtual.

          OnCharacterContactSolve: function (inCharacter, inOtherCharacter, inSubShapeID2,
          inContactPosition, inContactNormal, inContactVelocity, inContactMaterial,
          inCharacterVelocity, ioNewCharacterVelocity) {}
        • OnCharacterContactValidate: Function

          Same as OnContactValidate, but when colliding with another Character Virtual.

          OnCharacterContactValidate: function (inCharacter, inBodyID2, inSubShapeID2,
          inContactPosition, inContactNormal, ioSettings) {}
        • OnContactAdded: Function

          Called whenever the character collides with a body.

          OnContactAdded: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
          inContactNormal, ioSettings) {}
        • OnContactSolve: Function

          Called whenever a contact is being used by the solver.

          OnContactSolve: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
          inContactNormal, inContactVelocity, inContactMaterial, inCharacterVelocity,
          ioNewCharacterVelocity) {}
        • OnContactValidate: Function

          Checks if a character can collide with specified body. Return true if the contact is valid.

          OnContactValidate: function (inCharacter, inBodyID2, inSubShapeID2) {}
          

      Returns void