Internally the convex radius will be subtracted from the half extent, so the total size will not grow with the convex radius. You can increase this value to make the edges of the collision shape rounded.
Note:
SHAPE_BOX
and SHAPE_CYLINDER
.Number, representing the convex radius.
Specifies, whether to debug draw the collision shape.
Boolean, telling if the collision shape should be drawn using lines.
Allows to turn on/off debug draw for this body. Only works with a debug build.
Boolean to enable/disable a debug draw.
If debugDraw is enabled, this will specify whether to consider scene depth or not.
If set to false
, the debug lines will be drawn on top of everything, through other meshes.
Boolean, telling whether to consider scene depth.
Density of the object. Affects the mass of the object, when
BodyComponent.overrideMassProperties is set to OMP_CALCULATE_MASS_AND_INERTIA
(default, which will auto-calculate the mass using the shape dimensions and this density
value).
Number, representing the density of this collision shape.
Half-height of radius based shapes.
Note: Only used by SHAPE_CAPSULE
and SHAPE_CYLINDER
.
Number, representing half of the total height of the collision shape.
Cosine of the threshold angle. If the angle between the two triangles in HeightField is
bigger than this, the edge is active. note that a concave edge is always inactive. Setting
this value too small can cause ghost collisions with edges. Setting it too big can cause
depenetration artifacts (objects not depenetrating quickly). Valid ranges are between
cos(0 degrees)
and cos(90 degrees)
.
Number, representing radians of the threshold angle.
How many bits per sample to use to compress the HeightField. Can be in the range [1, 8]
.
Note that each sample is compressed relative to the min/max value of its block of
hfBlockSize * hfBlockSize
pixels so the effective precision is higher. Also note that
increasing hfBlockSize saves more memory, than reducing the amount of bits per sample.
Number, representing amount of compression bits.
The HeightField is divided in blocks of hfBlockSize * hfBlockSize * 2
triangles and the
acceleration structure culls blocks only, bigger block sizes reduce memory consumption, but
also reduce query performance. Sensible values are [2, 8]
. Does not need to be a power of
2. Note that at run-time Jolt performs one more grid subdivision, so the effective block
size is half of what is provided here.
Number, representing a block size.
Unique body index. This can change during entity lifecycle, e.g. every time entity is enabled, a new index is assigned and a new body is created. The index is used to map entity to body. Index can be re-used by another component if this component is disabled or destroyed (destroying related body as a result).
Integer number, representing the unique body index.
Specifies if the component describes a child of a compound shape.
Boolean, telling if this component describes a child shape of a compound shape.
Mesh is used when shape is SHAPE_MESH
or SHAPE_CONVEX_HULL
.
null
, when no
mesh is used.PlayCanvas Mesh instance.
Radius for radius based shapes, like SHAPE_CAPSULE
, SHAPE_SPHERE
, etc.
Number, specifying the shape radius.
This field contains the render asset ID, when a render asset is used for collision mesh or a convex hull.
Asset or its ID number. Will be null
if render asset is
not used.
Sets render asset as a collider. Note:
SHAPE_MESH
or SHAPE_CONVEX_HULL
in order for the render asset
to be used.Render asset or its id number.
Current shape type.
Number, representing the shape type.
Changes the shape type. Following constants available:
SHAPE_EMPTY
SHAPE_PLANE
SHAPE_BOX
SHAPE_CAPSULE
SHAPE_TAPERED_CAPSULE
SHAPE_CYLINDER
SHAPE_TAPERED_CYLINDER
SHAPE_SPHERE
SHAPE_MESH
SHAPE_CONVEX_HULL
SHAPE_HEIGHTFIELD
SHAPE_STATIC_COMPOUND
SHAPE_MUTABLE_COMPOUND
Shape type number.
Applies entity scale on the shape. This makes it easier to adjust the size of the collision shape by simply scaling the entity.
Note: Some shapes do not support non-uniformed scales, like SHAPE_SPHERE
. Works best with
SHAPE_BOX
which you can scale on any axis. Others, like capsule and cone, can't have a
different radius on X
and Z
axis, but allow scaling Y
for their height.
Boolean, telling if the entity scale is applied on this collision shape.
Allows to add a shape to a mutable compound shape.
The index of a shape to add. It can be created by createShape.
Optional
localPos: Vec3 = Vec3.ZEROLocal position of the shape.
Optional
localRot: Quat = Quat.IDENTITYLocal rotation of the shape.
Optional
userData: number = 0User defined unsigned integer.
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.
Allows to modify a child shape of a mutable compound shape.
The child shape index. Children indices are zero based and have no gaps.
Optional
localPos: Vec3 = Vec3.ZEROLocal position of the shape.
Optional
localRot: Quat = Quat.IDENTITYLocal rotation of the shape.
Optional
shapeIndex: number = -1The index of a shape to add. It can be created by createShape.
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 remove a child shape from a mutable compound shape. The children are indexed in order they were added. Indices are zero based and have no gaps. If you remove a child, then the next child takes its index.
For example, if you remove child under index 0
, then all children shift there indices, so
that the child with index 1
, becomes a child with index 0
, etc.
The index of a child shape to remove.
This is a base component for other components. Most probably you don't need to use it directly, but use a derived component instead.