Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Self for chaining.
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.
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
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.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: objectObject to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: objectObject to use as 'this' when the event is fired, defaults to current this.
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
An object with one or more callback functions, allowing you to override the default ones.
Callback to adjust the velocity of a body as seen by the character.
OnAdjustBodyVelocity: function (inCharacter, inBody2, ioLinearVelocity,ioAngularVelocity) {}
Same as OnContactAdded
but when
colliding with a Character Virtual.
OnCharacterContactAdded: function (inCharacter, inOtherCharacter, inSubShapeID2,
inContactPosition, inContactNormal, ioSettings) {}
Same as OnContactSolve
but when
colliding with a CharacterVirtual.
OnCharacterContactSolve: function (inCharacter, inOtherCharacter, inSubShapeID2,
inContactPosition, inContactNormal, inContactVelocity, inContactMaterial,
inCharacterVelocity, ioNewCharacterVelocity) {}
Same as OnContactValidate
, but
when colliding with another Character Virtual.
OnCharacterContactValidate: function (inCharacter, inBodyID2, inSubShapeID2,
inContactPosition, inContactNormal, ioSettings) {}
Called whenever the character collides with a body.
OnContactAdded: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
inContactNormal, ioSettings) {}
Called whenever a contact is being used by the solver.
OnContactSolve: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
inContactNormal, inContactVelocity, inContactMaterial, inCharacterVelocity,
ioNewCharacterVelocity) {}
Checks if a character can collide with specified body. Return true if the contact is valid.
OnContactValidate: function (inCharacter, inBodyID2, inSubShapeID2) {}
Char Component System handles all Char Components.