RigidBodyComponent
Extends: Component
The rigidbody component, when combined with a CollisionComponent, allows your entities to be simulated using realistic physics. A rigidbody component will fall under gravity and collide with other rigid bodies. Using scripts, you can apply forces and impulses to rigid bodies.
You should never need to use the RigidBodyComponent constructor. To add an RigidBodyComponent to a Entity, use Entity#addComponent:
// Create a static 1x1x1 box-shaped rigid body
const entity = pc.Entity();
entity.addComponent("rigidbody"); // Without options, this defaults to a 'static' body
entity.addComponent("collision"); // Without options, this defaults to a 1x1x1 box shape
To create a dynamic sphere with mass of 10, do:
const entity = pc.Entity();
entity.addComponent("rigidbody", {
type: pc.BODYTYPE_DYNAMIC,
mass: 10
});
entity.addComponent("collision", {
type: "sphere"
});
Relevant 'Engine-only' examples:
Summary
Properties
angularDamping | Controls the rate at which a body loses angular velocity over time. |
angularFactor | Scaling factor for angular movement of the body in each axis. |
angularVelocity | Defines the rotational speed of the body around each world axis. |
friction | The friction value used when contacts occur between two bodies. |
group | The collision group this body belongs to. |
linearDamping | Controls the rate at which a body loses linear velocity over time. |
linearFactor | Scaling factor for linear movement of the body in each axis. |
linearVelocity | Defines the speed of the body in a given direction. |
mask | The collision mask sets which groups this body collides with. |
mass | The mass of the body. |
restitution | Influences the amount of energy lost when two rigid bodies collide. |
rollingFriction | Sets a torsional friction orthogonal to the contact point. |
type | The rigid body type determines how the body is simulated. |
Methods
activate | Forcibly activate the rigid body simulation. |
applyForce | Apply an force to the body at a point. |
applyImpulse | Apply an impulse (instantaneous change of velocity) to the body at a point. |
applyTorque | Apply torque (rotational force) to the body. |
applyTorqueImpulse | Apply a torque impulse (rotational force applied instantaneously) to the body. |
isActive | Returns true if the rigid body is currently actively being simulated. |
isKinematic | Returns true if the rigid body is of type BODYTYPE_KINEMATIC. |
isStatic | Returns true if the rigid body is of type BODYTYPE_STATIC. |
isStaticOrKinematic | Returns true if the rigid body is of type BODYTYPE_STATIC or BODYTYPE_KINEMATIC. |
teleport | Teleport an entity to a new world-space position, optionally setting orientation. |
Events
collisionend | Fired when two rigid bodies stop touching. |
collisionstart | Fired when two rigid bodies start touching. |
contact | Fired when a contact occurs between two rigid bodies. |
triggerenter | Fired when a rigid body enters a trigger volume. |
triggerleave | Fired when a rigid body exits a trigger volume. |
Inherited
Properties
enabled | Enables or disables the component. |
entity | The Entity that this Component is attached to. |
system | The ComponentSystem used to create this Component. |
Methods
fire | Fire an event, all additional arguments are passed on to the event listener. |
hasEvent | Test if there are any handlers bound to an event name. |
off | Detach an event handler from an event. |
on | Attach an event handler to an event. |
once | Attach an event handler to an event. |
Details
Constructor
RigidBodyComponent(system, entity)
Create a new RigidBodyComponent instance.
Parameters
system | RigidBodyComponentSystem | The ComponentSystem that created this component. |
entity | Entity | The entity this component is attached to. |
Properties
Scaling factor for angular movement of the body in each axis. Only valid for rigid bodies of type BODYTYPE_DYNAMIC. Defaults to 1 in all axes (body can freely rotate).
The friction value used when contacts occur between two bodies. A higher value indicates more friction. Should be set in the range 0 to 1. Defaults to 0.5.
The collision group this body belongs to. Combine the group and the mask to prevent bodies colliding with each other. Defaults to 1.
Controls the rate at which a body loses linear velocity over time. Defaults to 0.
Scaling factor for linear movement of the body in each axis. Only valid for rigid bodies of type BODYTYPE_DYNAMIC. Defaults to 1 in all axes (body can freely move).
The collision mask sets which groups this body collides with. It is a bitfield of 16 bits, the first 8 bits are reserved for engine use. Defaults to 65535.
The mass of the body. This is only relevant for BODYTYPE_DYNAMIC bodies, other types have infinite mass. Defaults to 1.
Influences the amount of energy lost when two rigid bodies collide. The calculation multiplies the restitution values for both colliding bodies. A multiplied value of 0 means that all energy is lost in the collision while a value of 1 means that no energy is lost. Should be set in the range 0 to 1. Defaults to 0.
The rigid body type determines how the body is simulated. Can be:
- BODYTYPE_STATIC: infinite mass and cannot move.
- BODYTYPE_DYNAMIC: simulated according to applied forces.
- BODYTYPE_KINEMATIC: infinite mass and does not respond to forces (can only be moved by setting the position and rotation of component's Entity).
Defaults to BODYTYPE_STATIC.
Methods
activate()
Forcibly activate the rigid body simulation. Only affects rigid bodies of type BODYTYPE_DYNAMIC.
applyForce(x, [y], [z], [px], [py], [pz])
Apply an force to the body at a point. By default, the force is applied at the origin of the body. However, the force can be applied at an offset this point by specifying a world space vector from the body's origin to the point of application. This function has two valid signatures. You can either specify the force (and optional relative point) via 3D-vector or numbers.
// Apply an approximation of gravity at the body's center
this.entity.rigidbody.applyForce(0, -10, 0);
// Apply an approximation of gravity at 1 unit down the world Z from the center of the body
this.entity.rigidbody.applyForce(0, -10, 0, 0, 0, 1);
// Apply a force at the body's center
// Calculate a force vector pointing in the world space direction of the entity
const force = this.entity.forward.clone().mulScalar(100);
// Apply the force
this.entity.rigidbody.applyForce(force);
// Apply a force at some relative offset from the body's center
// Calculate a force vector pointing in the world space direction of the entity
const force = this.entity.forward.clone().mulScalar(100);
// Calculate the world space relative offset
const relativePos = new pc.Vec3();
const childEntity = this.entity.findByName('Engine');
relativePos.sub2(childEntity.getPosition(), this.entity.getPosition());
// Apply the force
this.entity.rigidbody.applyForce(force, relativePos);
Parameters
x | Vec3, number | A 3-dimensional vector representing the force in world-space or the x-component of the force in world-space. |
y | Vec3, number | An optional 3-dimensional vector representing the relative point at which to apply the impulse in world-space or the y-component of the force in world-space. |
z | number | The z-component of the force in world-space. |
px | number | The x-component of a world-space offset from the body's position where the force is applied. |
py | number | The y-component of a world-space offset from the body's position where the force is applied. |
pz | number | The z-component of a world-space offset from the body's position where the force is applied. |
applyImpulse(x, [y], [z], [px], [py], [pz])
Apply an impulse (instantaneous change of velocity) to the body at a point. This function has two valid signatures. You can either specify the impulse (and optional relative point) via 3D-vector or numbers.
// Apply an impulse along the world-space positive y-axis at the entity's position.
const impulse = new pc.Vec3(0, 10, 0);
entity.rigidbody.applyImpulse(impulse);
// Apply an impulse along the world-space positive y-axis at 1 unit down the positive
// z-axis of the entity's local-space.
const impulse = new pc.Vec3(0, 10, 0);
const relativePoint = new pc.Vec3(0, 0, 1);
entity.rigidbody.applyImpulse(impulse, relativePoint);
// Apply an impulse along the world-space positive y-axis at the entity's position.
entity.rigidbody.applyImpulse(0, 10, 0);
// Apply an impulse along the world-space positive y-axis at 1 unit down the positive
// z-axis of the entity's local-space.
entity.rigidbody.applyImpulse(0, 10, 0, 0, 0, 1);
Parameters
x | Vec3, number | A 3-dimensional vector representing the impulse in world-space or the x-component of the impulse in world-space. |
y | Vec3, number | An optional 3-dimensional vector representing the relative point at which to apply the impulse in the local-space of the entity or the y-component of the impulse to apply in world-space. |
z | number | The z-component of the impulse to apply in world-space. |
px | number | The x-component of the point at which to apply the impulse in the local-space of the entity. |
py | number | The y-component of the point at which to apply the impulse in the local-space of the entity. |
pz | number | The z-component of the point at which to apply the impulse in the local-space of the entity. |
applyTorque(x, [y], [z])
Apply torque (rotational force) to the body. This function has two valid signatures. You can either specify the torque force with a 3D-vector or with 3 numbers.
// Apply via vector
const torque = new pc.Vec3(0, 10, 0);
entity.rigidbody.applyTorque(torque);
// Apply via numbers
entity.rigidbody.applyTorque(0, 10, 0);
Parameters
x | Vec3, number | A 3-dimensional vector representing the torque force in world-space or the x-component of the torque force in world-space. |
y | number | The y-component of the torque force in world-space. |
z | number | The z-component of the torque force in world-space. |
applyTorqueImpulse(x, [y], [z])
Apply a torque impulse (rotational force applied instantaneously) to the body. This function has two valid signatures. You can either specify the torque force with a 3D-vector or with 3 numbers.
// Apply via vector
const torque = new pc.Vec3(0, 10, 0);
entity.rigidbody.applyTorqueImpulse(torque);
// Apply via numbers
entity.rigidbody.applyTorqueImpulse(0, 10, 0);
Parameters
x | Vec3, number | A 3-dimensional vector representing the torque impulse in world-space or the x-component of the torque impulse in world-space. |
y | number | The y-component of the torque impulse in world-space. |
z | number | The z-component of the torque impulse in world-space. |
isActive()
Returns true if the rigid body is currently actively being simulated. I.e. Not 'sleeping'.
Returns
booleanTrue if the body is active.
isKinematic()
Returns true if the rigid body is of type BODYTYPE_KINEMATIC.
Returns
booleanTrue if kinematic.
isStatic()
Returns true if the rigid body is of type BODYTYPE_STATIC.
Returns
booleanTrue if static.
isStaticOrKinematic()
Returns true if the rigid body is of type BODYTYPE_STATIC or BODYTYPE_KINEMATIC.
Returns
booleanTrue if static or kinematic.
teleport(x, [y], [z], [rx], [ry], [rz])
Teleport an entity to a new world-space position, optionally setting orientation. This function should only be called for rigid bodies that are dynamic. This function has three valid signatures. The first takes a 3-dimensional vector for the position and an optional 3-dimensional vector for Euler rotation. The second takes a 3-dimensional vector for the position and an optional quaternion for rotation. The third takes 3 numbers for the position and an optional 3 numbers for Euler rotation.
// Teleport the entity to the origin
entity.rigidbody.teleport(pc.Vec3.ZERO);
// Teleport the entity to the origin
entity.rigidbody.teleport(0, 0, 0);
// Teleport the entity to world-space coordinate [1, 2, 3] and reset orientation
const position = new pc.Vec3(1, 2, 3);
entity.rigidbody.teleport(position, pc.Vec3.ZERO);
// Teleport the entity to world-space coordinate [1, 2, 3] and reset orientation
entity.rigidbody.teleport(1, 2, 3, 0, 0, 0);
Parameters
x | Vec3, number | A 3-dimensional vector holding the new position or the new position x-coordinate. |
y | Quat, Vec3, number | A 3-dimensional vector or quaternion holding the new rotation or the new position y-coordinate. |
z | number | The new position z-coordinate. |
rx | number | The new Euler x-angle value. |
ry | number | The new Euler y-angle value. |
rz | number | The new Euler z-angle value. |
Events
collisionend
Fired when two rigid bodies stop touching.
Parameters
other | Entity | The Entity that stopped touching this rigid body. |
collisionstart
Fired when two rigid bodies start touching.
Parameters
result | ContactResult | Details of the contact between the two rigid bodies. |
contact
Fired when a contact occurs between two rigid bodies.
Parameters
result | ContactResult | Details of the contact between the two rigid bodies. |
triggerenter
Fired when a rigid body enters a trigger volume.
Parameters
other | Entity | The Entity with trigger volume that this rigid body entered. |
triggerleave
Fired when a rigid body exits a trigger volume.
Parameters
other | Entity | The Entity with trigger volume that this rigid body exited. |
Inherited
Properties
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
name | string | Name 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
EventHandlerSelf 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
name | string | The name of the event to test. |
Returns
booleanTrue 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.
const 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 handler functions, called 'test' with scope this
Parameters
name | string | Name of the event to unbind. |
callback | HandleEventCallback | Function to be unbound. |
scope | object | Scope that was used as the this when the event is fired. |
Returns
EventHandlerSelf 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
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. |
scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
EventHandlerSelf 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
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. |
scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
EventHandlerSelf for chaining.