Class ColliderAbstract

Collider represents physics geometry that can be in multiple states: - Default: Static geometry that physics objects can collide with. - Trigger: Static geometry that can't be collided with but will report touch events. - Dynamic: Dynamic geometry that is a part of a Rigidbody. A set of colliders defines the shape of the parent rigidbody.

Hierarchy (view full)

Constructors

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get contactOffset(): number
  • Determines how far apart do two shapes need to be away from each other before the physics runtime starts generating repelling impulse for them. This distance will be the sum of contact offsets of the two interacting objects. If objects are moving fast you can increase this value to start generating the impulse earlier and potentially prevent the objects from interpenetrating. This value is in meters. Must be positive and greater than rest offset.

    Also see setRestOffset().

    Returns number

  • set contactOffset(value): void
  • Parameters

    • value: number

    Returns void

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isCharacterRideable(): boolean
  • Determines if the shape is marked as rideable by character controllers.

    Returns boolean

  • set isCharacterRideable(value): void
  • Parameters

    • value: boolean

    Returns void

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isIntersected(): boolean
  • Determines if the collider is currently being intersected.

    Returns boolean

    This requires collision reports to be enabled.

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get layer(): rsx.LayerMask
  • Determines the layer of the collider. Layer controls with which objects will the collider collide.

    Returns rsx.LayerMask

  • set layer(value): void
  • Parameters

    Returns void

  • get mass(): number
  • Determines the mass of the collider. Only relevant if the collider is part of a rigidbody. Ultimately this will determine the total mass, center of mass and inertia tensors of the parent rigidbody (if they're being calculated automatically).

    Returns number

  • set mass(value): void
  • Parameters

    • value: number

    Returns void

  • get material(): PhysicsMaterial
  • Determines the physical material of the collider. The material determines how objects hitting the collider behave.

    Returns PhysicsMaterial

  • set material(value): void
  • Determines the physical material of the collider. The material determines how objects hitting the collider behave.

    Parameters

    Returns void

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltInComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The RigidBody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get restOffset(): number
  • Determines at what distance should two objects resting on one another come to an equilibrium. The value used in the runtime will be the sum of rest offsets for both interacting objects. This value is in meters. Cannot be larger than contact offset.

    Also see setContactOffset().

    Returns number

  • set restOffset(value): void
  • Parameters

    • value: number

    Returns void

  • get trigger(): boolean
  • Enables/disables a collider as a trigger. A trigger will not be used for collisions (objects will pass through it), but collision events will still be reported.

    Returns boolean

  • set trigger(value): void
  • Parameters

    • value: boolean

    Returns void

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

Methods

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

Events

onCollisionBegin: Event<[CollisionData], void>

Triggered when some object starts interacting with the collider. Only triggered if proper collision report mode is turned on.

This event should only have one receiver, as the data is moved out of the raw data.

onCollisionStay: Event<[CollisionData], void>

Triggered for every frame that an object remains interacting with a collider. Only triggered if proper collision report mode is turned on.

This event should only have one receiver, as the data is moved out of the raw data.

onCollisionEnd: Event<[CollisionData], void>

Triggered when some object stops interacting with the collider. Only triggered if proper collision report mode is turned on.

This event should only have one receiver, as the data is moved out of the raw data.