expose removeCollisionComponent
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@@ -626,15 +626,18 @@ abstract class FilamentController {
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Future addAnimationComponent(FilamentEntity entity);
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///
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/// Makes [collidableEntity] collidable with
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/// (a) any entity whose transform is being controlled (via [control]) or
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/// (b) any entity that has been marked as non-transformable but collidable (via [markNonTransformableCollidable])
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/// These are differentiated because a collision will affect the transform for controlled entities
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/// (e.g. if a controlled entity collides with a wall, we ignore the control update to the transform so it doesn't go through the wall)
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/// Makes [entity] collidable.
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/// This allows you to call [testCollisions] with any other entity ("entity B") to see if [entity] has collided with entity B. The callback will be invoked if so.
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/// Alternatively, if [affectsTransform] is true and this entity collides with another entity, any queued position updates to the latter entity will be ignored.
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///
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Future addCollisionComponent(FilamentEntity collidableEntity,
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Future addCollisionComponent(FilamentEntity entity,
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{void Function(int entityId1, int entityId2)? callback,
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bool affectsCollingTransform = false});
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bool affectsTransform = false});
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///
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/// Removes the collision component from [entity], meaning this will no longer be tested when [testCollisions] or [queuePositionUpdate] is called with another entity.
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///
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Future removeCollisionComponent(FilamentEntity entity);
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///
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/// Creates a (renderable) entity with the specified geometry and adds to the scene.
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