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ColliderComponent

Defined in: physics/src/ColliderComponent.ts:39

Wraps a Rapier collider. Attach after RigidBodyComponent.

Component ordering: Transform → RigidBodyComponent → ColliderComponent.

  • Component

new ColliderComponent(config): ColliderComponent

Defined in: physics/src/ColliderComponent.ts:78

ColliderConfig

ColliderComponent

Component.constructor

_colliderHandle: number = -1

Defined in: physics/src/ColliderComponent.ts:47

Internal

Rapier collider handle, set during onAdd.


_contactFilter: ContactFilter | null = null

Defined in: physics/src/ColliderComponent.ts:50

Internal

Active contact filter, read by PhysicsWorld’s pair hook.


_oneWayLanded: Set<number> | null = null

Defined in: physics/src/ColliderComponent.ts:61

Internal

Collider handles of riders whose contact with this one-way platform has started and not yet ended. While a rider is in here the platform stays solid for it regardless of the position rule — a deep first-impact penetration must not flip an established landing back to passable while the solver is still pushing the rider out. Maintained by PhysicsWorld from collision start/end events and collider removal; null unless the collider is configured oneWay.


readonly config: ColliderConfig

Defined in: physics/src/ColliderComponent.ts:44

Collider configuration (shape, sensor, etc.).


entity: Entity

Defined in: core/dist/index.d.ts:2716

Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.

Component.entity


static restorePriority: number = 20

Defined in: physics/src/ColliderComponent.ts:41

Snapshot restore order. On load, an entity’s components are re-added in ascending priority, so a component whose onAdd() reads a sibling can rely on lower-priority siblings being present and initialized. Undeclared = 100. Engine components reserve 0-99; game and addon components declare a value only when a sibling onAdd() dependency requires it. Equal priorities restore in save-time add order. Subclasses inherit their base class’s priority unless they declare their own.

Component.restorePriority


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:2889

Class-level default for updatePriority: every instance runs at this priority unless its own updatePriority is written. Undeclared = 0. Subclasses inherit their base class’s value unless they declare their own. Declare it on a component whose behavior depends on running after (or before) a sibling, so the entity that adds it does not have to control the add order.

class BoundsClamp extends Component {
static updatePriority = 10; // after the follow that moves the camera
}

Component.updatePriority

get _oneWayFilterActive(): boolean

Defined in: physics/src/ColliderComponent.ts:94

Internal

True while the collider’s active filter is still the one config.oneWay installed — the debug overlay draws one-way visuals only then, so a custom filter set over the preset isn’t shown as one-way.

boolean


get context(): EngineContext

Defined in: core/dist/index.d.ts:2770

Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.

EngineContext

Component.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:2740

Whether the component is actually running: enabled, on an active entity, and past onAdd. This is the state onEnable and onDisable track — read it when a method has to behave one way live and another way dormant.

boolean

Component.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:2732

Whether this component runs. Disabled components are skipped by ComponentUpdateSystem.

Writing this fires onEnable / onDisable when the effective state changes — enabled && entity.isActive. A component disabled here stays disabled through a setActive(false) / setActive(true) cycle on its entity.

boolean

set enabled(value): void

Defined in: core/dist/index.d.ts:2733

boolean

void

Component.enabled


get isDroppingThrough(): boolean

Defined in: physics/src/ColliderComponent.ts:326

True while a dropThrough window is active for this collider.

boolean


get scene(): Scene

Defined in: core/dist/index.d.ts:2765

Access the entity’s scene. Throws if the entity is not in a scene. Prefer this over threading through this.entity.scene in component code.

Scene

Component.scene


get updatePriority(): number

Defined in: core/dist/index.d.ts:2758

Where this component runs among its siblings. ComponentUpdateSystem calls update / fixedUpdate on an entity’s components in ascending priority; equal priorities run in add order. Undeclared = 0, so a negative value runs before siblings that keep the default and a positive value runs after them. Writable at any time, before or after add(). Defaults to the class’s static updatePriority.

class Player extends Entity {
setup() {
this.add(new Mover());
this.add(new Brain()).updatePriority = -1; // decides before Mover moves
}
}

number

set updatePriority(value): void

Defined in: core/dist/index.d.ts:2759

number

void

Component.updatePriority

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:2824

Internal

Force an effective-enabled transition, firing the hook on a flip. Used by Entity for teardown, where enabled and the entity’s activeness both still read true.

boolean

void

Component._applyEnabled


_dispatchCollision(event): void

Defined in: physics/src/ColliderComponent.ts:378

Internal

Called by PhysicsWorld during event dispatch.

CollisionEvent

void


_dispatchTrigger(event): void

Defined in: physics/src/ColliderComponent.ts:389

Internal

Called by PhysicsWorld during event dispatch.

TriggerEvent

void


_evaluateContactFilter(contact): boolean

Defined in: physics/src/ColliderComponent.ts:347

Internal

Run the contact filter for a candidate pair.

Deliberate exception to the report-and-rethrow rule for developer callbacks: this is called from inside Rapier’s WASM step, and a throw unwinding through WASM mid-step leaves the physics world in an undefined state. The error is caught, reported through the boundary, and the pair falls back to solid — the conservative default.

Reported once per installed filter, not per throw: the filter runs for every candidate pair every step, and a persistently throwing one would otherwise log at frame rate and evict everything else from the error snapshot. setContactFilter re-arms the report.

ContactCandidate

boolean


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:2817

Internal

Recompute effective enabled-ness from enabled and the entity’s activeness, firing the hook on a flip.

void

Component._refreshEnabled


_runCleanups(): void

Defined in: core/dist/index.d.ts:2811

Internal

Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onRemove/onDestroy.

void

Component._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:2805

Register a cleanup function to run when this component is removed or destroyed.

() => void

void

Component.addCleanup


optional afterRestore(data, resolve): void

Defined in: core/dist/index.d.ts:2893

Called after onAdd() during save/load restoration. Apply state that depends on onAdd() having run.

unknown

SnapshotResolver

void

Component.afterRestore


dropThrough(seconds): void

Defined in: physics/src/ColliderComponent.ts:314

Let this body fall through one-way platforms for the next seconds seconds of simulated time — the standard down-jump. Only this body is affected; other bodies standing on the same platform stay supported. When the window expires mid-platform, the body keeps falling until it is clear and lands on the next solid side it reaches from above.

Callable before the component is added; the window then starts when the collider is created.

number

void


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:2863

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

Fixed timestep in seconds, scaled by scene and entity timeScale.

void

Component.fixedUpdate


getOverlapping<T>(filter): Entity & T[]

Defined in: physics/src/ColliderComponent.ts:207

Return all entities whose colliders currently overlap this one, optionally filtered.

T

EntityFilter & object

Entity & T[]

getOverlapping(filter?): Entity[]

Defined in: physics/src/ColliderComponent.ts:210

Return all entities whose colliders currently overlap this one, optionally filtered.

EntityFilter

Entity[]


getOverlappingComponents<C>(cls): C[]

Defined in: physics/src/ColliderComponent.ts:217

Return components of type C from all overlapping entities that have one.

C extends Component

ComponentClass<C>

C[]


protected listen<T>(entity, token, handler): void

Defined in: core/dist/index.d.ts:2797

Subscribe to events on any entity, auto-unsubscribe on removal.

T

Entity

EventToken<T>

(data) => void

void

Component.listen


protected listenScene<T>(token, handler): void

Defined in: core/dist/index.d.ts:2803

Subscribe to scene-level events, auto-unsubscribe on removal. Handlers fire for bubbled entity events (entity = source) and scene.emit events (entity = undefined).

T

EventToken<T>

(data, entity?) => void

void

Component.listenScene


onAdd(): void

Defined in: physics/src/ColliderComponent.ts:100

Called when the component is added to an entity. Validate dependencies here — a service, a sibling component, a render layer — and throw when one is missing. The throw is attributed to this component, recorded in Inspector.getErrors().callbackErrors, and rethrown, so it reaches the caller of entity.add() unchanged.

void

Component.onAdd


onCollision(handler): () => void

Defined in: physics/src/ColliderComponent.ts:167

Subscribe to collision events. Returns an unsubscribe function.

(e) => void

() => void


onDestroy(): void

Defined in: physics/src/ColliderComponent.ts:157

Called when the component is destroyed (entity destroyed or component removed).

void

Component.onDestroy


onDisable(): void

Defined in: physics/src/ColliderComponent.ts:140

Take the collider out of the simulation, keeping its Rapier allocation. Rapier does not re-emit a collision-start for a collider disabled and re-enabled while still overlapping something — a reused entity dropped onto an existing contact gets no onCollision for it.

void

Component.onDisable


onEnable(): void

Defined in: physics/src/ColliderComponent.ts:153

Called when the component becomes effectively enabled — enabled is true and the entity is active. Fires right after onAdd() for a component added to an active entity, and again on every later flip. Bring live resources back online here (unpause a sound, show a display object, re-enable a physics body). Game-state reset does not belong here: the hook sees whatever state the component held while dormant.

void

Component.onEnable


optional onRemove(): void

Defined in: core/dist/index.d.ts:2851

Called when the component is removed from an entity.

void

Component.onRemove


onTrigger(handler): () => void

Defined in: physics/src/ColliderComponent.ts:177

Subscribe to trigger events (sensor). Returns an unsubscribe function.

(e) => void

() => void


serialize(): ColliderData

Defined in: physics/src/ColliderComponent.ts:366

Serialize the component into a plain data object.

ColliderData

Component.serialize


protected service<T>(key): T

Defined in: core/dist/index.d.ts:2787

Lazy proxy-based service resolution. Can be used at field-declaration time:

readonly input = this.service(InputManagerKey);

The actual resolution is deferred until first property access.

T extends object

ServiceKey<T>

T

Component.service


setContactFilter(filter): void

Defined in: physics/src/ColliderComponent.ts:294

Set (or clear, with null) this collider’s contact filter — a per-pair veto that decides each physics step whether a candidate contact with another collider is solid (true) or passes through (false). Replaces the built-in filter a oneWay config installed. Callable before the component is added — the filter is armed at collider creation.

The filter runs inside the physics step, so no contact normal exists yet; the ContactCandidate exposes the two sides’ positions and velocities instead. The candidate is a single reused instance — read what you need inside the filter and copy it; a stored reference shows other pairs’ values after the call returns. A filter that throws is reported through the error boundary once (per installed filter) and the pair stays solid.

Filters are functions and are not serialized: after a save/load, a collider configured with oneWay gets its built-in filter back, and a custom filter must be reinstalled by the game.

ContactFilter | null

void


setSensor(sensor): void

Defined in: physics/src/ColliderComponent.ts:228

Set whether this collider is a sensor. Callable before the component is added — the updated config is applied at collider creation.

boolean

void


setShape(shape, options?): void

Defined in: physics/src/ColliderComponent.ts:264

Replace the collider’s shape in place, in pixels like the rest of ColliderConfig. The Rapier collider, its body attachment, and every onCollision/onTrigger subscription survive the swap, so a crouch or slide can shrink the collider and restore it without removing and re-adding the component.

The body keeps the mass it already had. A collider is a collision proxy, not a measure of how much matter is there, so a character that crouches takes the same knockback from applyImpulse as one standing up. Pass recomputeMass: true when the new shape means genuinely more or less matter, and the body’s mass should come back from density × the new shape.

Shrinking never pushes anything out of the way, and growing can leave the collider overlapping geometry it clears at the smaller size. Check clearance (PhysicsWorld.queryShape at the target size) before growing back.

Callable before the component is added — the updated config is applied at collider creation. A pre-add call cannot recompute mass: the body takes its mass from the new shape at creation anyway.

ColliderShape

boolean

void


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:2795

Lazy proxy-based sibling component resolution. Can be used at field-declaration time:

readonly anim = this.sibling(AnimatedSpriteComponent);

The actual resolution is deferred until first property access.

C extends Component

ComponentClass<C>

C

Component.sibling


optional update(dt): void

Defined in: core/dist/index.d.ts:2858

Called every frame by the built-in ComponentUpdateSystem.

number

Frame delta in seconds, scaled by scene and entity timeScale.

void

Component.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:2778

Resolve a service by key, cached after first lookup. Scene-scoped values (registered via scene._registerScoped) take precedence over engine scope. A key declared with scope: "scene" that falls back to engine scope emits a one-shot dev warning — almost always signals a missed beforeEnter hook.

T

ServiceKey<T>

T

Component.use


static fromSnapshot(data): ColliderComponent

Defined in: physics/src/ColliderComponent.ts:371

Create a ColliderComponent from a serialized snapshot.

ColliderData

ColliderComponent