API Reference

Class List

pc.CollisionComponent

Extends: pc.Component

A collision volume. Use this in conjunction with a pc.RigidBodyComponent to make a collision volume that can be simulated using the physics engine.

If the pc.Entity does not have a pc.RigidBodyComponent then this collision volume will act as a trigger volume. When an entity with a dynamic or kinematic body enters or leaves an entity with a trigger volume, both entities will receive trigger events.

The following table shows all the events that can be fired between two Entities:

Rigid Body (Static)Rigid Body (Dynamic or Kinematic)Trigger Volume
Rigid Body (Static) -
  • contact
  • collisionstart
  • collisionend
-
Rigid Body (Dynamic or Kinematic)
  • contact
  • collisionstart
  • collisionend
  • contact
  • collisionstart
  • collisionend
  • triggerenter
  • triggerleave
Trigger Volume -
  • triggerenter
  • triggerleave
-

Summary

Properties

assetThe asset for the model of the mesh collision volume - can also be an asset id.
axisThe local space axis with which the capsule, cylinder or cone-shaped collision volume's length is aligned.
halfExtentsThe half-extents of the box-shaped collision volume in the x, y and z axes.
heightThe total height of the capsule, cylinder or cone-shaped collision volume from tip to tip.
modelThe model that is added to the scene graph for the mesh collision volume.
radiusThe radius of the sphere, capsule, cylinder or cone-shaped collision volumes.
typeThe type of the collision volume.

Events

collisionendThe 'collisionend' event is fired two rigid-bodies stop touching.
collisionstartThe 'collisionstart' event is fired when two rigid bodies start touching.
contactThe 'contact' event is fired when a contact occurs between two rigid bodies
triggerenterThe 'triggerenter' event is fired when a rigid body enters a trigger volume.
triggerleaveThe 'triggerleave' event is fired when a rigid body exits a trigger volume.

Inherited

Properties

systemThe ComponentSystem used to create this Component
entityThe Entity that this Component is attached to
enabledEnables or disables the component.

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

Details

Constructor

CollisionComponent(system, entity)

Create a new CollisionComponent

Parameters

systempc.CollisionComponentSystemThe ComponentSystem that created this Component
entitypc.EntityThe Entity that this Component is attached to.

Properties

pc.Assetasset

The asset for the model of the mesh collision volume - can also be an asset id.

Numberaxis

The local space axis with which the capsule, cylinder or cone-shaped collision volume's length is aligned. 0 for X, 1 for Y and 2 for Z. Defaults to 1 (Y-axis).

pc.Vec3halfExtents

The half-extents of the box-shaped collision volume in the x, y and z axes. Defaults to [0.5, 0.5, 0.5]

Numberheight

The total height of the capsule, cylinder or cone-shaped collision volume from tip to tip. Defaults to 2.

pc.Modelmodel

The model that is added to the scene graph for the mesh collision volume.

Numberradius

The radius of the sphere, capsule, cylinder or cone-shaped collision volumes. Defaults to 0.5

Stringtype

The type of the collision volume. Defaults to 'box'. Can be one of the following:

  • box: A box-shaped collision volume.
  • capsule: A capsule-shaped collision volume.
  • compound: A compound shape. Any descendent entities with a collision component of type box, capsule, cone, cylinder or sphere will be combined into a single, rigid shape.
  • cone: A cone-shaped collision volume.
  • cylinder: A cylinder-shaped collision volume.
  • mesh: A collision volume that uses a model asset as its shape.
  • sphere: A sphere-shaped collision volume.

Events

collisionend

The 'collisionend' event is fired two rigid-bodies stop touching.

Parameters

otherpc.EntityThe pc.Entity that stopped touching this collision volume.

collisionstart

The 'collisionstart' event is fired when two rigid bodies start touching.

Parameters

resultpc.ContactResultDetails of the contact between the two Entities.

contact

The 'contact' event is fired when a contact occurs between two rigid bodies

Parameters

resultpc.ContactResultDetails of the contact between the two rigid bodies.

triggerenter

The 'triggerenter' event is fired when a rigid body enters a trigger volume. a pc.RigidBodyComponent attached.

Parameters

otherpc.EntityThe pc.Entity that entered this collision volume.

triggerleave

The 'triggerleave' event is fired when a rigid body exits a trigger volume. a pc.RigidBodyComponent attached.

Parameters

otherpc.EntityThe pc.Entity that exited this collision volume.

Inherited

Properties

pc.ComponentSystemsystem

The ComponentSystem used to create this Component

pc.Entityentity

The Entity that this Component is attached to

Booleanenabled

Enables or disables the component.

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

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

obj.fire('test', 'This is the message');

Parameters

nameObjectName of event to fire
arg1*First argument that is passed to the event handler
arg2*Second argument that is passed to the event handler
arg3*Third argument that is passed to the event handler
arg4*Fourth argument that is passed to the event handler
arg5*Fifth argument that is passed to the event handler
arg6*Sixth argument that is passed to the event handler
arg7*Seventh argument that is passed to the event handler
arg8*Eighth argument that is passed to the event handler

Returns

pc.EventHandler Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

nameStringThe name of the event to test

Returns

Boolean true if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

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.

var handler = function () {
};
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 hander functions, called 'test' with scope this

Parameters

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope that was used as the this when the event is fired

Returns

pc.EventHandler Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (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

Parameters

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.