触发器与碰撞事件
刚体可以作为触发器(Sensor)检测物体进出区域,也可以监听碰撞接触事件。两者都通过 Rigidbody 上的回调实现。
注意
isSensor 与 enableEvents 必须在组件 start() 之前设置(即添加组件后、物体加入场景前)。
触发器(Sensor)
触发器不产生物理碰撞响应,只检测其它物体的进入/离开,常用于区域检测(进入区域、拾取道具等):
ts
import { Object3D, Vector3 } from '@orillusion/core';
import { Rigidbody, BodyType, CollisionShapeUtil } from '@orillusion/physics-rapier';
const sensor = obj.addComponent(Rigidbody);
sensor.bodyType = BodyType.Static;
sensor.shape = CollisionShapeUtil.createBoxShape(obj, new Vector3(2, 2, 2));
sensor.isSensor = true; // 设为触发器
sensor.enableEvents = true; // 开启事件
sensor.onTriggerEnter = (other) => console.log('进入', other.object3D.name);
sensor.onTriggerExit = (other) => console.log('离开', other.object3D.name);| 回调 | 触发时机 |
|---|---|
onTriggerEnter(other) | 有物体进入触发器 |
onTriggerExit(other) | 有物体离开触发器 |
碰撞接触事件
在动态刚体上开启 enableEvents,可监听与其它物体的接触:
ts
const rb = body.addComponent(Rigidbody);
rb.bodyType = BodyType.Dynamic;
rb.mass = 1;
rb.shape = CollisionShapeUtil.createBoxShape(body, new Vector3(1, 1, 1));
rb.enableEvents = true;
rb.onContactBegin = (other) => { /* 开始接触(一次性) */ };
rb.onContactStay = (other) => { /* 持续接触(每帧) */ };
rb.onContactEnd = (other) => { /* 结束接触(一次性) */ };| 回调 | 触发时机 |
|---|---|
onContactBegin(other) | 刚开始接触 |
onContactStay(other) | 接触持续中(每帧) |
onContactEnd(other) | 接触结束 |
回调参数
other为对方的Rigidbody,可通过other.object3D访问其所属节点。
示例
ts
import { Scene3D, CameraUtil, HoverCameraController, View3D, DirectLight, AtmosphericComponent, Object3D, LitMaterial, Engine3D, BoxGeometry, MeshRenderer, Vector3, PlaneGeometry, Color, SphereGeometry, BlendMode } from "@orillusion/core";
import { Physics, Rigidbody, BodyType, CollisionShapeUtil } from "@orillusion/physics-rapier";
class Sample_RapierTriggers {
async run() {
await Physics.init();
const engine = await Engine3D.init({ renderLoop: () => Physics.update() });
let scene = new Scene3D();
// Setup camera
let camera = CameraUtil.createCamera3DObject(scene);
camera.perspective(60, engine.aspect, 0.1, 800.0);
let hoverCtrl = camera.object3D.addComponent(HoverCameraController);
hoverCtrl.setCamera(0, -25, 100);
hoverCtrl.dragSmooth = 4;
// Create directional light
let lightObj3D = new Object3D();
lightObj3D.localRotation = new Vector3(-35, -143, 92);
let light = lightObj3D.addComponent(DirectLight);
light.lightColor = Color.COLOR_WHITE;
light.castShadow = true;
light.enableCSM = true;
light.intensity = 2.2;
scene.addChild(light.object3D);
// init sky
let atmosphericSky = scene.addComponent(AtmosphericComponent);
atmosphericSky.sunY = 0.6;
// Floor
const floor = new Object3D();
const fr = floor.addComponent(MeshRenderer);
fr.geometry = new PlaneGeometry(40, 40);
const fm = new LitMaterial(); fm.baseColor = new Color(0.4, 0.4, 0.45); fr.material = fm;
const fb = floor.addComponent(Rigidbody);
fb.bodyType = BodyType.Static; fb.shape = CollisionShapeUtil.createPlaneShape(20, 0.05);
scene.addChild(floor);
// Trigger zone (transparent box)
const zone = new Object3D(); zone.y = 2;
const zmr = zone.addComponent(MeshRenderer);
zmr.geometry = new BoxGeometry(6, 4, 6);
const zmat = new LitMaterial();
zmat.baseColor = new Color(0.2, 0.9, 0.4, 0.25);
zmat.blendMode = BlendMode.NORMAL;
zmat.transparent = true;
zmr.material = zmat;
const zrb = zone.addComponent(Rigidbody);
zrb.bodyType = BodyType.Static;
zrb.shape = CollisionShapeUtil.createBoxShape(zone, new Vector3(6, 4, 6));
zrb.isSensor = true;
zrb.enableEvents = true;
let inside = 0;
zrb.onTriggerEnter = (other) => {
inside++;
console.log('triggerEnter', other.object3D.name, 'count:', inside);
zmat.baseColor = new Color(1.0, 0.4, 0.4, 0.35);
};
zrb.onTriggerExit = (other) => {
inside--;
console.log('triggerExit', other.object3D.name, 'count:', inside);
if (inside <= 0) zmat.baseColor = new Color(0.2, 0.9, 0.4, 0.25);
};
scene.addChild(zone);
// Drop balls through the trigger
let id = 0;
const dropInterval = setInterval(() => {
const o = new Object3D();
o.name = 'ball_' + (id++);
o.x = (Math.random() - 0.5) * 4;
o.z = (Math.random() - 0.5) * 4;
o.y = 12;
const mr = o.addComponent(MeshRenderer);
mr.geometry = new SphereGeometry(0.4, 16, 16);
const m = new LitMaterial();
m.baseColor = new Color(Math.random(), Math.random(), Math.random()); mr.material = m;
const rb = o.addComponent(Rigidbody);
rb.bodyType = BodyType.Dynamic; rb.mass = 1; rb.restitution = 0.3;
rb.shape = CollisionShapeUtil.createSphereShape(o, 0.4);
rb.enableEvents = true;
scene.addChild(o);
if (id > 30) clearInterval(dropInterval);
}, 250);
let view = new View3D();
view.camera = camera;
view.scene = scene;
engine.startRenderView(view);
}
}
new Sample_RapierTriggers().run();
