@aidinabedi/playcanvas
Version:
PlayCanvas WebGL game engine
650 lines (601 loc) • 37.1 kB
HTML
<html lang="en">
<head>
<title>pc.CollisionComponent | PlayCanvas API Reference</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="icon" type="image/png" href="images/playcanvas-favicon.png">
<link href="styles/styles.css" rel="stylesheet">
<link href="styles/playcanvas-theme.css" rel="stylesheet">
<script src="scripts/interface.js"></script>
<script src="scripts/highlight.min.js"></script>
<script>hljs.initHighlightingOnLoad();</script>
</head>
<body>
<header>
<nav class="header-width">
<a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a>
<ul class="header-menu">
<li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li>
<li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li>
<li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li>
<li class="api active"><a href="/api/">API Reference</a></li>
</ul>
</nav>
<div class="header-content header-page header-width">
<h1><span class="font-icon"></span>API Reference</h1>
<input id="search" class="search" type="text" placeholder="Search"></input>
</div>
</header>
<div class="container content-width">
<nav class="sidebar">
<div class="sidebarFilter">
<input id="filter-input" type="text" placeholder="Filter">
</div>
<ul>
<li id="nav-pc"><a href="pc.html">pc</a></li>
<li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li>
<li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li>
<li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li>
<li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li>
<li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li>
<li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li>
<li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li>
<li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li>
<li id="nav-pc.AnimationComponent"><a href="pc.AnimationComponent.html">AnimationComponent</a></li>
<li id="nav-pc.AnimationComponentSystem"><a href="pc.AnimationComponentSystem.html">AnimationComponentSystem</a></li>
<li id="nav-pc.AnimationHandler"><a href="pc.AnimationHandler.html">AnimationHandler</a></li>
<li id="nav-pc.AnimCache"><a href="pc.AnimCache.html">AnimCache</a></li>
<li id="nav-pc.AnimClip"><a href="pc.AnimClip.html">AnimClip</a></li>
<li id="nav-pc.AnimController"><a href="pc.AnimController.html">AnimController</a></li>
<li id="nav-pc.AnimCurve"><a href="pc.AnimCurve.html">AnimCurve</a></li>
<li id="nav-pc.AnimData"><a href="pc.AnimData.html">AnimData</a></li>
<li id="nav-pc.AnimSnapshot"><a href="pc.AnimSnapshot.html">AnimSnapshot</a></li>
<li id="nav-pc.AnimTarget"><a href="pc.AnimTarget.html">AnimTarget</a></li>
<li id="nav-pc.AnimTrack"><a href="pc.AnimTrack.html">AnimTrack</a></li>
<li id="nav-pc.Application"><a href="pc.Application.html">Application</a></li>
<li id="nav-pc.Asset"><a href="pc.Asset.html">Asset</a></li>
<li id="nav-pc.AssetReference"><a href="pc.AssetReference.html">AssetReference</a></li>
<li id="nav-pc.AssetRegistry"><a href="pc.AssetRegistry.html">AssetRegistry</a></li>
<li id="nav-pc.AudioHandler"><a href="pc.AudioHandler.html">AudioHandler</a></li>
<li id="nav-pc.AudioListenerComponent"><a href="pc.AudioListenerComponent.html">AudioListenerComponent</a></li>
<li id="nav-pc.AudioListenerComponentSystem"><a href="pc.AudioListenerComponentSystem.html">AudioListenerComponentSystem</a></li>
<li id="nav-pc.BasicMaterial"><a href="pc.BasicMaterial.html">BasicMaterial</a></li>
<li id="nav-pc.Batch"><a href="pc.Batch.html">Batch</a></li>
<li id="nav-pc.BatchGroup"><a href="pc.BatchGroup.html">BatchGroup</a></li>
<li id="nav-pc.BatchManager"><a href="pc.BatchManager.html">BatchManager</a></li>
<li id="nav-pc.BoundingBox"><a href="pc.BoundingBox.html">BoundingBox</a></li>
<li id="nav-pc.BoundingSphere"><a href="pc.BoundingSphere.html">BoundingSphere</a></li>
<li id="nav-pc.ButtonComponent"><a href="pc.ButtonComponent.html">ButtonComponent</a></li>
<li id="nav-pc.ButtonComponentSystem"><a href="pc.ButtonComponentSystem.html">ButtonComponentSystem</a></li>
<li id="nav-pc.CameraComponent"><a href="pc.CameraComponent.html">CameraComponent</a></li>
<li id="nav-pc.CameraComponentSystem"><a href="pc.CameraComponentSystem.html">CameraComponentSystem</a></li>
<li id="nav-pc.CollisionComponent"><a href="pc.CollisionComponent.html">CollisionComponent</a></li>
<li id="nav-pc.CollisionComponentSystem"><a href="pc.CollisionComponentSystem.html">CollisionComponentSystem</a></li>
<li id="nav-pc.Color"><a href="pc.Color.html">Color</a></li>
<li id="nav-pc.Component"><a href="pc.Component.html">Component</a></li>
<li id="nav-pc.ComponentSystem"><a href="pc.ComponentSystem.html">ComponentSystem</a></li>
<li id="nav-pc.ComponentSystemRegistry"><a href="pc.ComponentSystemRegistry.html">ComponentSystemRegistry</a></li>
<li id="nav-pc.ContactPoint"><a href="pc.ContactPoint.html">ContactPoint</a></li>
<li id="nav-pc.ContactResult"><a href="pc.ContactResult.html">ContactResult</a></li>
<li id="nav-pc.ContainerHandler"><a href="pc.ContainerHandler.html">ContainerHandler</a></li>
<li id="nav-pc.ContainerResource"><a href="pc.ContainerResource.html">ContainerResource</a></li>
<li id="nav-pc.Controller"><a href="pc.Controller.html">Controller</a></li>
<li id="nav-pc.CubemapHandler"><a href="pc.CubemapHandler.html">CubemapHandler</a></li>
<li id="nav-pc.Curve"><a href="pc.Curve.html">Curve</a></li>
<li id="nav-pc.CurveSet"><a href="pc.CurveSet.html">CurveSet</a></li>
<li id="nav-pc.ElementComponent"><a href="pc.ElementComponent.html">ElementComponent</a></li>
<li id="nav-pc.ElementComponentSystem"><a href="pc.ElementComponentSystem.html">ElementComponentSystem</a></li>
<li id="nav-pc.ElementDragHelper"><a href="pc.ElementDragHelper.html">ElementDragHelper</a></li>
<li id="nav-pc.ElementInput"><a href="pc.ElementInput.html">ElementInput</a></li>
<li id="nav-pc.ElementInputEvent"><a href="pc.ElementInputEvent.html">ElementInputEvent</a></li>
<li id="nav-pc.ElementMouseEvent"><a href="pc.ElementMouseEvent.html">ElementMouseEvent</a></li>
<li id="nav-pc.ElementTouchEvent"><a href="pc.ElementTouchEvent.html">ElementTouchEvent</a></li>
<li id="nav-pc.Entity"><a href="pc.Entity.html">Entity</a></li>
<li id="nav-pc.EventHandler"><a href="pc.EventHandler.html">EventHandler</a></li>
<li id="nav-pc.Font"><a href="pc.Font.html">Font</a></li>
<li id="nav-pc.FontHandler"><a href="pc.FontHandler.html">FontHandler</a></li>
<li id="nav-pc.ForwardRenderer"><a href="pc.ForwardRenderer.html">ForwardRenderer</a></li>
<li id="nav-pc.Frustum"><a href="pc.Frustum.html">Frustum</a></li>
<li id="nav-pc.GamePads"><a href="pc.GamePads.html">GamePads</a></li>
<li id="nav-pc.GraphicsDevice"><a href="pc.GraphicsDevice.html">GraphicsDevice</a></li>
<li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li>
<li id="nav-pc.Http"><a href="pc.Http.html">Http</a></li>
<li id="nav-pc.I18n"><a href="pc.I18n.html">I18n</a></li>
<li id="nav-pc.IndexBuffer"><a href="pc.IndexBuffer.html">IndexBuffer</a></li>
<li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li>
<li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li>
<li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li>
<li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li>
<li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li>
<li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li>
<li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li>
<li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li>
<li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li>
<li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li>
<li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li>
<li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li>
<li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li>
<li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li>
<li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li>
<li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li>
<li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li>
<li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li>
<li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li>
<li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li>
<li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li>
<li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li>
<li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li>
<li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li>
<li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li>
<li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li>
<li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li>
<li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li>
<li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li>
<li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li>
<li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li>
<li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li>
<li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li>
<li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li>
<li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li>
<li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li>
<li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li>
<li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li>
<li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li>
<li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li>
<li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li>
<li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li>
<li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li>
<li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li>
<li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li>
<li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li>
<li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li>
<li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li>
<li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li>
<li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li>
<li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li>
<li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li>
<li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li>
<li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li>
<li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li>
<li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li>
<li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li>
<li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li>
<li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li>
<li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li>
<li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li>
<li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li>
<li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li>
<li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li>
<li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li>
<li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li>
<li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li>
<li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li>
<li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li>
<li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li>
<li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li>
<li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li>
<li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li>
<li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li>
<li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li>
<li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li>
<li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li>
<li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li>
<li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li>
<li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li>
<li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li>
<li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li>
<li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li>
<li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li>
<li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li>
<li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li>
<li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li>
<li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li>
<li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li>
<li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li>
<li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li>
<li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li>
<li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li>
<li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li>
<li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li>
<li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li>
<li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li>
</ul>
</nav>
<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.CollisionComponent</h1>
<p class="extends">Extends: <a href="pc.Component.html">pc.Component</a></p>
<p><p>A collision volume. Use this in conjunction with a <a href="pc.RigidBodyComponent.html">pc.RigidBodyComponent</a>
to make a collision volume that can be simulated using the physics engine.</p>
<p>If the <a href="pc.Entity.html">pc.Entity</a> does not have a <a href="pc.RigidBodyComponent.html">pc.RigidBodyComponent</a> 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.</p>
<p>The following table shows all the events that can be fired between two Entities:</p>
<table>
<thead>
<tr>
<th></th>
<th>Rigid Body (Static)</th>
<th>Rigid Body (Dynamic or Kinematic)</th>
<th>Trigger Volume</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Rigid Body (Static)</strong></td>
<td></td>
<td><ul><li>contact</li><li>collisionstart</li><li>collisionend</li></ul></td>
<td></td>
</tr>
<tr>
<td><strong>Rigid Body (Dynamic or Kinematic)</strong></td>
<td><ul><li>contact</li><li>collisionstart</li><li>collisionend</li></ul></td>
<td><ul><li>contact</li><li>collisionstart</li><li>collisionend</li></ul></td>
<td><ul><li>triggerenter</li><li>triggerleave</li></ul></td>
</tr>
<tr>
<td><strong>Trigger Volume</strong></td>
<td></td>
<td><ul><li>triggerenter</li><li>triggerleave</li></ul></td>
<td></td>
</tr>
</tbody>
</table></p>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#asset">asset</a></td><td><p>The asset for the model of the mesh collision volume - can also be
an asset id.</td>
</tr>
<tr>
<td><a href="#axis">axis</a></td><td><p>The local space axis with which the capsule, cylinder or cone-shaped
collision volume's length is aligned.</td>
</tr>
<tr>
<td><a href="#halfExtents">halfExtents</a></td><td><p>The half-extents of the box-shaped collision volume in the
x, y and z axes.</td>
</tr>
<tr>
<td><a href="#height">height</a></td><td><p>The total height of the capsule, cylinder or cone-shaped collision
volume from tip to tip.</td>
</tr>
<tr>
<td><a href="#model">model</a></td><td><p>The model that is added to the scene graph for the mesh collision
volume.</td>
</tr>
<tr>
<td><a href="#radius">radius</a></td><td><p>The radius of the sphere, capsule, cylinder or cone-shaped collision
volumes.</td>
</tr>
<tr>
<td><a href="#type">type</a></td><td><p>The type of the collision volume.</td>
</tr>
</table>
<!--methods-->
<!--events-->
<h3>Events</h3>
<table class="properties">
<tr>
<td><a href="#event:collisionend">collisionend</a></td><td><p>The 'collisionend' event is fired two rigid-bodies stop touching.</td>
</tr>
<tr>
<td><a href="#event:collisionstart">collisionstart</a></td><td><p>The 'collisionstart' event is fired when two rigid bodies start touching.</td>
</tr>
<tr>
<td><a href="#event:contact">contact</a></td><td><p>The 'contact' event is fired when a contact occurs between two rigid bodies.</td>
</tr>
<tr>
<td><a href="#event:triggerenter">triggerenter</a></td><td><p>The 'triggerenter' event is fired when a rigid body enters a trigger volume.</td>
</tr>
<tr>
<td><a href="#event:triggerleave">triggerleave</a></td><td><p>The 'triggerleave' event is fired when a rigid body exits a trigger volume.</td>
</tr>
</table>
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#system">system</a></td><td><p>The ComponentSystem used to create this Component.</td>
</tr>
<tr>
<td><a href="#entity">entity</a></td><td><p>The Entity that this Component is attached to.</td>
</tr>
<tr>
<td><a href="#enabled">enabled</a></td><td><p>Enables or disables the component.</td>
</tr>
</table>
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td>
</tr>
<tr>
<td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td>
</tr>
<tr>
<td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td>
</tr>
<tr>
<td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td>
</tr>
<tr>
<td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="CollisionComponent">
<h3 class="methodname">CollisionComponent(system, entity) <a class="font-icon" href="#CollisionComponent"></a></h3>
<p><p>Create a new CollisionComponent.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>system</td><td><a href="pc.CollisionComponentSystem.html">pc.CollisionComponentSystem</a></td><td><p>The ComponentSystem that created this Component.</p></td>
</tr>
<tr>
<td>entity</td><td><a href="pc.Entity.html">pc.Entity</a></td><td><p>The Entity that this Component is attached to.</p></td>
</tr>
</table>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="asset">
<span class="property"><a href="pc.Asset.html">pc.Asset</a></span><span class="property">asset <a class="font-icon" href="#asset"></a></span>
<p><p>The asset for the model of the mesh collision volume - can also be
an asset id. Defaults to null.</p></p>
</div>
<div id="axis">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">axis <a class="font-icon" href="#axis"></a></span>
<p><p>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).</p></p>
</div>
<div id="halfExtents">
<span class="property"><a href="pc.Vec3.html">pc.Vec3</a></span><span class="property">halfExtents <a class="font-icon" href="#halfExtents"></a></span>
<p><p>The half-extents of the box-shaped collision volume in the
x, y and z axes. Defaults to [0.5, 0.5, 0.5].</p></p>
</div>
<div id="height">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">height <a class="font-icon" href="#height"></a></span>
<p><p>The total height of the capsule, cylinder or cone-shaped collision
volume from tip to tip. Defaults to 2.</p></p>
</div>
<div id="model">
<span class="property"><a href="pc.Model.html">pc.Model</a></span><span class="property">model <a class="font-icon" href="#model"></a></span>
<p><p>The model that is added to the scene graph for the mesh collision
volume.</p></p>
</div>
<div id="radius">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">radius <a class="font-icon" href="#radius"></a></span>
<p><p>The radius of the sphere, capsule, cylinder or cone-shaped collision
volumes. Defaults to 0.5.</p></p>
</div>
<div id="type">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">type <a class="font-icon" href="#type"></a></span>
<p><p>The type of the collision volume. Can be:</p>
<ul>
<li>"box": A box-shaped collision volume.</li>
<li>"capsule": A capsule-shaped collision volume.</li>
<li>"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.</li>
<li>"cone": A cone-shaped collision volume.</li>
<li>"cylinder": A cylinder-shaped collision volume.</li>
<li>"mesh": A collision volume that uses a model asset as its shape.</li>
<li>"sphere": A sphere-shaped collision volume.</li>
</ul>
<p>Defaults to "box".</p></p>
</div>
<!--methods-->
<!--events-->
<h2>Events</h2>
<div id="event:collisionend">
<h3 class="methodname">collisionend <a class="font-icon" href="#event:collisionend"></a></h3>
<p><p>The 'collisionend' event is fired two rigid-bodies stop touching.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>other</td><td><a href="pc.Entity.html">pc.Entity</a></td><td><p>The <a href="pc.Entity.html">pc.Entity</a> that stopped touching this collision volume.</p></td>
</tr>
</table>
</div>
<div id="event:collisionstart">
<h3 class="methodname">collisionstart <a class="font-icon" href="#event:collisionstart"></a></h3>
<p><p>The 'collisionstart' event is fired when two rigid bodies start touching.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>result</td><td><a href="pc.ContactResult.html">pc.ContactResult</a></td><td><p>Details of the contact between the two Entities.</p></td>
</tr>
</table>
</div>
<div id="event:contact">
<h3 class="methodname">contact <a class="font-icon" href="#event:contact"></a></h3>
<p><p>The 'contact' event is fired when a contact occurs between two rigid bodies.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>result</td><td><a href="pc.ContactResult.html">pc.ContactResult</a></td><td><p>Details of the contact between the two rigid bodies.</p></td>
</tr>
</table>
</div>
<div id="event:triggerenter">
<h3 class="methodname">triggerenter <a class="font-icon" href="#event:triggerenter"></a></h3>
<p><p>The 'triggerenter' event is fired when a rigid body enters a trigger volume.
a <a href="pc.RigidBodyComponent.html">pc.RigidBodyComponent</a> attached.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>other</td><td><a href="pc.Entity.html">pc.Entity</a></td><td><p>The <a href="pc.Entity.html">pc.Entity</a> that entered this collision volume.</p></td>
</tr>
</table>
</div>
<div id="event:triggerleave">
<h3 class="methodname">triggerleave <a class="font-icon" href="#event:triggerleave"></a></h3>
<p><p>The 'triggerleave' event is fired when a rigid body exits a trigger volume.
a <a href="pc.RigidBodyComponent.html">pc.RigidBodyComponent</a> attached.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>other</td><td><a href="pc.Entity.html">pc.Entity</a></td><td><p>The <a href="pc.Entity.html">pc.Entity</a> that exited this collision volume.</p></td>
</tr>
</table>
</div>
<h2>Inherited</h2>
<!--inherited properties-->
<h2>Properties</h2>
<div id="system">
<span class="property"><a href="pc.ComponentSystem.html">pc.ComponentSystem</a></span><span class="property">system <a class="font-icon" href="#system"></a></span>
<p><p>The ComponentSystem used to create this Component.</p></p>
</div>
<div id="entity">
<span class="property"><a href="pc.Entity.html">pc.Entity</a></span><span class="property">entity <a class="font-icon" href="#entity"></a></span>
<p><p>The Entity that this Component is attached to.</p></p>
</div>
<div id="enabled">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">enabled <a class="font-icon" href="#enabled"></a></span>
<p><p>Enables or disables the component.</p></p>
</div>
<!--inherited methods-->
<h2>Methods</h2>
<div id="fire">
<h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire"></a></h3>
<p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p>
<pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td>
</tr>
<tr>
<td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="hasEvent">
<h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent"></a></h3>
<p><p>Test if there are any handlers bound to an event name.</p></p>
<pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p>
</div>
<div id="off">
<h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off"></a></h3>
<p><p>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.</p></p>
<pre><code class="javascript">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</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="on">
<h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on"></a></h3>
<p><p>Attach an event handler to an event.</p></p>
<pre><code class="javascript">obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="once">
<h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once"></a></h3>
<p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p>
<pre><code class="javascript">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</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<!--inherited events-->
</main>
</div>
</body>
</html>