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physics

Description​

This library has methods for applying physics and setting Colliders on Entities.

Functions​

applyForce​

You can directly apply forces (linear and angular) to any entity with a physics collider. These forces are applied in the next physics simulation update, which takes place at regular intervals. The function accepts a 3D vector to define the force direction and magnitude.

attention

This is dependent on the frequency of calls to requestAnimationFrame() or your devices refresh rate.

ecs.physics.applyForce(world, eid, forceX, forceY, forceZ) // -> void

applyImpulse​

This function is used to apply a one-time instantaneous force to a physics collider, altering its velocity based on the given impulse vector. This method is useful for events that require a quick, single action response, such as jumping, punching, or a sudden push.

ecs.physics.applyImpulse(world, eid, impulseX, impulseY, impulseZ) // -> void

applyTorque​

You can directly apply forces (linear and angular) to any entity with a physics collider. These forces are applied in the next physics simulation update, which takes place at regular intervals. The function accepts a 3D vector to define the force direction and magnitude.

attention

This is dependent on the frequency of calls to requestAnimationFrame() or your devices refresh rate.

ecs.physics.applyTorque(world, eid, torqueX, torqueY, torqueZ) // -> void

getWorldGravity​

This is a simple getter function that returns the current force of gravity applied to every object in the scene. The return value might change depending on the time the function was executed.

ecs.physics.getWorldGravity(world) // -> number

registerConvexShape​

Register a convex shape.

ecs.physics.registerConvexShape(world, vertices) // -> eid of the registered shape

getLinearVelocity​

Get the linear velocity of an entity.

ecs.physics.getLinearVelocity(world, eid) // -> number

setLinearVelocity​

Set the linear velocity of an entity.

ecs.physics.setLinearVelocity(world, eid, velocityX, velocityY, velocityZ) // -> void

setWorldGravity​

Set the world gravity.

ecs.physics.setWorldGravity(world, gravity) // -> void

unregisterConvexShape​

Unregister a convex shape.

ecs.physics.unregisterConvexShape(world, id) // -> void

Events​

COLLISION_START_EVENT​

Emitted when collision has begun with an entity.

ecs.physics.COLLISION_START_EVENT.data : { other }

Properties​

PropertyTypeDescription
othereidThe eid of the collided entity

COLLISION_END_EVENT​

Emitted when collision has stopped with an entity.

ecs.physics.COLLISION_END_EVENT.data : { other }

Properties​

PropertyTypeDescription
othereidThe eid of the collided entity