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hytopia

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The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.

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<!-- Do not edit this file. It is automatically generated by API Documenter. --> [Home](./index.md) &gt; [server](./server.md) &gt; [Collider](./server.collider.md) ## Collider class Represents a collider in a world's physics simulation. **Signature:** ```typescript export default class Collider extends EventRouter ``` **Extends:** [EventRouter](./server.eventrouter.md) ## Remarks Colliders make up the foundation of the physical interactions in a world. They are highly configurable and have many aspects that can be adjusted both before simulation and while simulated. Colliders will most often be used through passing [ColliderOptions](./server.collideroptions.md) to a [RigidBody](./server.rigidbody.md) or an entity's [EntityOptions](./server.entityoptions.md)<!-- -->. ## Constructors <table><thead><tr><th> Constructor </th><th> Modifiers </th><th> Description </th></tr></thead> <tbody><tr><td> [(constructor)(colliderOptions)](./server.collider._constructor_.md) </td><td> </td><td> Constructs a new instance of the `Collider` class </td></tr> </tbody></table> ## Properties <table><thead><tr><th> Property </th><th> Modifiers </th><th> Type </th><th> Description </th></tr></thead> <tbody><tr><td> [bounciness](./server.collider.bounciness.md) </td><td> `readonly` </td><td> number </td><td> The bounciness of the collider. </td></tr> <tr><td> [bouncinessCombineRule](./server.collider.bouncinesscombinerule.md) </td><td> `readonly` </td><td> [CoefficientCombineRule](./server.coefficientcombinerule.md) </td><td> The bounciness combine rule of the collider. </td></tr> <tr><td> [collisionGroups](./server.collider.collisiongroups.md) </td><td> `readonly` </td><td> [CollisionGroups](./server.collisiongroups.md) </td><td> The collision groups the collider belongs to. </td></tr> <tr><td> [friction](./server.collider.friction.md) </td><td> `readonly` </td><td> number </td><td> The friction of the collider. </td></tr> <tr><td> [frictionCombineRule](./server.collider.frictioncombinerule.md) </td><td> `readonly` </td><td> [CoefficientCombineRule](./server.coefficientcombinerule.md) </td><td> The friction combine rule of the collider. </td></tr> <tr><td> [isEnabled](./server.collider.isenabled.md) </td><td> `readonly` </td><td> boolean </td><td> Whether the collider is enabled. </td></tr> <tr><td> [isRemoved](./server.collider.isremoved.md) </td><td> `readonly` </td><td> boolean </td><td> Whether the collider has been removed from the simulation. </td></tr> <tr><td> [isSensor](./server.collider.issensor.md) </td><td> `readonly` </td><td> boolean </td><td> Whether the collider is a sensor. </td></tr> <tr><td> [isSimulated](./server.collider.issimulated.md) </td><td> `readonly` </td><td> boolean </td><td> Whether the collider is simulated. </td></tr> <tr><td> [parentRigidBody](./server.collider.parentrigidbody.md) </td><td> `readonly` </td><td> [RigidBody](./server.rigidbody.md) \| undefined </td><td> The parent rigid body of the collider. </td></tr> <tr><td> [rawCollider](./server.collider.rawcollider.md) </td><td> `readonly` </td><td> [RawCollider](./server.rawcollider.md) \| undefined </td><td> The raw collider object from the Rapier physics engine. </td></tr> <tr><td> [rawShape](./server.collider.rawshape.md) </td><td> `readonly` </td><td> [RawShape](./server.rawshape.md) \| undefined </td><td> The raw shape object from the Rapier physics engine. </td></tr> <tr><td> [relativePosition](./server.collider.relativeposition.md) </td><td> `readonly` </td><td> [Vector3Like](./server.vector3like.md) </td><td> The relative position of the collider to its parent rigid body. </td></tr> <tr><td> [relativeRotation](./server.collider.relativerotation.md) </td><td> `readonly` </td><td> [QuaternionLike](./server.quaternionlike.md) </td><td> The relative rotation of the collider. </td></tr> <tr><td> [shape](./server.collider.shape.md) </td><td> `readonly` </td><td> [ColliderShape](./server.collidershape.md) </td><td> The shape of the collider. </td></tr> <tr><td> [tag](./server.collider.tag.md) </td><td> `readonly` </td><td> string \| undefined </td><td> An arbitrary identifier tag of the collider. Useful for your own logic. </td></tr> </tbody></table> ## Methods <table><thead><tr><th> Method </th><th> Modifiers </th><th> Description </th></tr></thead> <tbody><tr><td> [addToSimulation(simulation, parentRigidBody)](./server.collider.addtosimulation.md) </td><td> </td><td> Adds the collider to the simulation. </td></tr> <tr><td> [enableCollisionEvents(enabled)](./server.collider.enablecollisionevents.md) </td><td> </td><td> Enables or disables collision events for the collider. This is automatically enabled if an on collision callback is set. </td></tr> <tr><td> [enableContactForceEvents(enabled)](./server.collider.enablecontactforceevents.md) </td><td> </td><td> Enables or disables contact force events for the collider. This is automatically enabled if an on contact force callback is set. </td></tr> <tr><td> [optionsFromBlockHalfExtents(halfExtents)](./server.collider.optionsfromblockhalfextents.md) </td><td> `static` </td><td> Creates a collider options object from a block's half extents. </td></tr> <tr><td> [optionsFromModelUri(modelUri, scale, preferredShape)](./server.collider.optionsfrommodeluri.md) </td><td> `static` </td><td> Creates a collider options object from a modelUri with best approximate shape and size. </td></tr> <tr><td> [removeFromSimulation()](./server.collider.removefromsimulation.md) </td><td> </td><td> Removes the collider from the simulation. </td></tr> <tr><td> [setBounciness(bounciness)](./server.collider.setbounciness.md) </td><td> </td><td> Sets the bounciness of the collider. </td></tr> <tr><td> [setBouncinessCombineRule(bouncinessCombineRule)](./server.collider.setbouncinesscombinerule.md) </td><td> </td><td> Sets the bounciness combine rule of the collider. </td></tr> <tr><td> [setCollisionGroups(collisionGroups)](./server.collider.setcollisiongroups.md) </td><td> </td><td> Sets the collision groups of the collider. </td></tr> <tr><td> [setEnabled(enabled)](./server.collider.setenabled.md) </td><td> </td><td> Sets whether the collider is enabled. </td></tr> <tr><td> [setFriction(friction)](./server.collider.setfriction.md) </td><td> </td><td> Sets the friction of the collider. </td></tr> <tr><td> [setFrictionCombineRule(frictionCombineRule)](./server.collider.setfrictioncombinerule.md) </td><td> </td><td> Sets the friction combine rule of the collider. </td></tr> <tr><td> [setMass(mass)](./server.collider.setmass.md) </td><td> </td><td> Sets the mass of the collider. </td></tr> <tr><td> [setOnCollision(callback)](./server.collider.setoncollision.md) </td><td> </td><td> Sets the on collision callback for the collider. </td></tr> <tr><td> [setRelativePosition(position)](./server.collider.setrelativeposition.md) </td><td> </td><td> Sets the position of the collider relative to its parent rigid body or the world origin. </td></tr> <tr><td> [setRelativeRotation(rotation)](./server.collider.setrelativerotation.md) </td><td> </td><td> Sets the relative rotation of the collider to its parent rigid body or the world origin. </td></tr> <tr><td> [setSensor(sensor)](./server.collider.setsensor.md) </td><td> </td><td> Sets whether the collider is a sensor. </td></tr> <tr><td> [setTag(tag)](./server.collider.settag.md) </td><td> </td><td> Sets the tag of the collider. </td></tr> </tbody></table>