Hit
Since 0.6Changed in 0.7
Result of a raycast or shape cast.
A cast that hits nothing answers null, never undefined.
Signature
export interface Hit {
/** The entity whose collider was hit. */
entity: EntityHandle
/** Where the cast met it, world space, metres. */
point: Vec3
/** The surface normal at `point`. */
normal: Vec3
/** From the ray's `from` (or the shape's start) to the hit, in metres: `dir` is normalised first, so this is a length, not a multiple of `dir`. */
distance: number
/** Present only when the hit was on an instanced mesh: the stable id of the instance hit (see {@link Instances}). Absent for every other hit. */
instance?: number
}
Import: import type { Hit } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
entity | entity: EntityHandle | The entity whose collider was hit. |
point | point: Vec3 | Where the cast met it, world space, metres. |
normal | normal: Vec3 | The surface normal at point. |
distance | distance: number | From the ray's from (or the shape's start) to the hit, in metres: dir is normalised first, so this is a length, not a multiple of dir. |
instance | instance?: number | Present only when the hit was on an instanced mesh: the stable id of the instance hit (see {@link Instances}). Absent for every other hit. |
Example
The tested fixture fixtures/recipes/collectible-and-goal/scenes/behaviors/collectible.ts.
import type { Behavior } from "@argus/api"
/**
* A coin the player collects by walking into it.
*
* It says so once, as `collected`, and leaves the world. Counting is somebody else's job —
* `goal-exit.ts` — so a coin never needs to know how many there are.
*
* The contact is `onTrigger`, which needs three things in the scene: a collider with
* `isTrigger: true` (the volume), a `trigger` component (what fires), and a body on the player —
* the character controller's capsule is one.
*/
interface State {
collected: boolean
}
interface Props {
/** Tag the toucher must carry. Default `player`. */
playerTag?: string
}
export default {
init(ctx) {
if (typeof ctx.state.collected !== "boolean") ctx.state.collected = false
},
onTrigger(ctx, trigger) {
if (ctx.state.collected || !trigger.entering) return
if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
ctx.state.collected = true
// The `goal` component on this coin has the same id, so the playtester and the HUD agree.
ctx.events.emit("collected", { goal: ctx.entity.id })
// Last: after `despawn` every member of this entity's handles throws.
ctx.entity.despawn()
},
} satisfies Behavior<State, Props>