abstract class Eagle::CollisionObject3D

Overview

Base class for 3D physics nodes. It owns a Physics3D::Body in Physics3D.world and keeps the node's transform and the body in sync. It works like CollisionObject2D, with spheres and boxes as shapes and units in meters.

floor = StaticBody3D.new(position: v3(0, -0.5, 0)).box(20, 1, 20)
ball = RigidBody3D.new(position: v3(0, 5, 0)).sphere(0.5)
ball.restitution = 0.5
SceneTree.root.add(floor, ball)

Direct Known Subclasses

Defined in:

eagle/nodes/physics3d_nodes.cr

Constructors

Instance Method Summary

Instance methods inherited from class Eagle::Node3D

back : Vec3 back, distance_to(o : Node3D) : Float32 distance_to, draw_tree(g : Graphics) : Nil draw_tree, euler : Vec3 euler, euler=(e : Vec3) euler=, forward : Vec3 forward, global_position : Vec3 global_position, global_position=(p : Vec3) global_position=, global_rotation : Quat global_rotation, global_transform : Mat4 global_transform, look_at(target : Vec3, up : Vec3 = Vec3::UP) : Nil look_at, parent_3d : Node3D | Nil parent_3d, position : Vec3 position, position=(position : Vec3) position=, right : Vec3 right, rotate(axis : Vec3, rad : Number) : Nil rotate, rotate_local(axis : Vec3, rad : Number) : Nil rotate_local, rotate_x(rad : Number) : Nil rotate_x, rotate_y(rad : Number) : Nil rotate_y, rotate_z(rad : Number) : Nil rotate_z, rotation : Quat rotation, rotation=(rotation : Quat) rotation=, scale : Vec3 scale, scale=(s : Vec3)
scale=(s : Number)
scale=
, set_euler(pitch : Number, yaw : Number, roll : Number = 0) : self set_euler, to_global(local : Vec3) : Vec3 to_global, to_local(global : Vec3) : Vec3 to_local, top_level=(top_level : Bool) top_level=, top_level? : Bool top_level?, transform : Mat4 transform, translate(v : Vec3) : Nil translate, translate_local(v : Vec3) : Nil translate_local, up : Vec3 up

Constructor methods inherited from class Eagle::Node3D

new(name : String = "", position : Eagle::Vec3 = Vec3::ZERO, rotation : Eagle::Quat = Quat::IDENTITY, scale : Eagle::Vec3 = Vec3::ONE) new

Instance methods inherited from class Eagle::Node

<<(child : Node) : self <<, [](path : String) : Node [], []?(path : String) : Node | Nil []?, add(child : Node) : Node
add(*children : Node) : Nil
add
, add_child(child : Node) : Node add_child, add_to_group(group : String) : self add_to_group, ancestor_of?(node : Node) : Bool ancestor_of?, can_process? : Bool can_process?, child?(name : String) : Node | Nil child?, child_added : Eagle::Emitter(Node) child_added, child_count : Int32 child_count, child_removed : Eagle::Emitter(Node) child_removed, children : Array(Eagle::Node) children, children_of(type : T.class) : Array(T) forall T children_of, clear_children : Nil clear_children, draw(g : Graphics) : Nil draw, dump(io : IO = STDOUT, indent = 0) : Nil dump, each_ancestor(& : Node -> ) : Nil each_ancestor, each_child(& : Node -> ) : Nil each_child, each_descendant(&block : Node -> ) : Nil each_descendant, emit_child_added(*args) : Nil emit_child_added, emit_child_removed(*args) : Nil emit_child_removed, emit_tree_entered(*args) : Nil emit_tree_entered, emit_tree_exited(*args) : Nil emit_tree_exited, enter_tree : Nil enter_tree, exit_tree : Nil exit_tree, find(name : String) : Node | Nil find, find_all(type : T.class) : Array(T) forall T find_all, first_child : Node | Nil first_child, free : Nil free, get_node(path : String, type : T.class) : T forall T
get_node(path : String) : Node
get_node
, get_node?(path : String) : Node | Nil get_node?, groups : Set(String) groups, in_group?(group : String) : Bool in_group?, in_tree? : Bool in_tree?, input(event : Event) : Nil input, name : String name, name=(name : String) name=, on_child_added(&block : Node -> Nil) : Proc(Node, Nil) on_child_added, on_child_removed(&block : Node -> Nil) : Proc(Node, Nil) on_child_removed, on_tree_entered(&block : -> Nil) : Proc(Nil) on_tree_entered, on_tree_exited(&block : -> Nil) : Proc(Nil) on_tree_exited, parent : Node | Nil parent, path : String path, physics_process(dt : Float32) : Nil physics_process, process(dt : Float32) : Nil process, process_mode : Eagle::Node::ProcessMode process_mode, process_mode=(process_mode : Eagle::Node::ProcessMode) process_mode=, queue_free : Nil queue_free, queued_free? : Bool queued_free?, ready : Nil ready, ready_called? : Bool ready_called?, remove(child : Node) : Nil remove, remove_child(child : Node) : Nil remove_child, remove_from_group(group : String) : Nil remove_from_group, remove_from_parent : Nil remove_from_parent, resized(width : Int32, height : Int32) : Nil resized, root : Node root, to_s(io : IO) : Nil to_s, tree_entered : Eagle::Emitter() tree_entered, tree_exited : Eagle::Emitter() tree_exited, visible=(visible : Bool) visible=, visible? : Bool visible?, z_index : Int32 z_index, z_index=(z_index : Int32) z_index=

Constructor methods inherited from class Eagle::Node

new(name : String = "") new

Constructor Detail

def self.new(type : Physics3D::BodyType, name : String = "", position : Vec3 = Vec3::ZERO, shape : Physics3D::Shape | Nil = nil) #

Creates the node and its body.


Instance Method Detail

def add_shape(s : Physics3D::Shape) : self #

Adds a raw Physics3D::Shape. Returns self.


def body : Physics3D::Body #

The underlying physics body.


def body_entered : Eagle::Emitter(CollisionObject3D) #

Emitted when another collision object starts touching or overlapping this one. Connect with on_body_entered { |other| ... }.


def body_exited : Eagle::Emitter(CollisionObject3D) #

Emitted when another collision object stops touching or overlapping this one.


def box(w : Number, h : Number, d : Number) : self #

Adds a w by h by d box. Returns self.


def box(size : Vec3, offset : Vec3 = Vec3::ZERO) : self #

Adds a box shape of size. Returns self.


def debug=(debug : Bool) #

Draws the body's shapes as wireframes.


def debug? : Bool #

Draws the body's shapes as wireframes.


def emit_body_entered(*args) : Nil #

Emitted when another collision object starts touching or overlapping this one. Connect with on_body_entered { |other| ... }.


def emit_body_exited(*args) : Nil #

Emitted when another collision object stops touching or overlapping this one.


def enter_tree : Nil #

Adds the body to the world.


def exit_tree : Nil #

Removes the body from the world.


def layer : UInt32 #

The layer bits this object is on.


def layer=(v : UInt32) #

Sets the layer bits.


def mask : UInt32 #

The layer bits this object collides with.


def mask=(v : UInt32) #

Sets the mask bits.


def on_body_entered(&block : CollisionObject3D -> Nil) : Proc(CollisionObject3D, Nil) #

Emitted when another collision object starts touching or overlapping this one. Connect with on_body_entered { |other| ... }.


def on_body_exited(&block : CollisionObject3D -> Nil) : Proc(CollisionObject3D, Nil) #

Emitted when another collision object stops touching or overlapping this one.


def overlapping : Array(CollisionObject3D) #

Every collision object currently touching or overlapping this one.


def physics_process(dt : Float32) : Nil #

Syncs the node and the body after each physics step.


def process(dt : Float32) : Nil #

Draws debug wireframes when debug is on.


def pull_transform : Nil #

Copies the body's transform onto the node.


def push_transform : Nil #

Copies the node's global transform onto the body.


def sphere(radius : Number, offset : Vec3 = Vec3::ZERO) : self #

Adds a sphere shape. Returns self, so it chains after .new.


def world : Physics3D::World #

The physics world the body lives in. Defaults to Physics3D.world.


def world=(world : Physics3D::World) #

The physics world the body lives in. Defaults to Physics3D.world.