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PhysicsWorld

Index

Constructors

constructor

  • new PhysicsWorld(config: Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>): PhysicsWorld
  • Parameters

    • config: Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>

    Returns PhysicsWorld

Properties

$configUpdate

$configUpdate: Observable<Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>> = ...

Accessors

publiccollisionProcessor

  • Spatial data structure for locating potential collision pairs and ray casts


    Returns CollisionProcessor

config

  • get config(): Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>
  • set config(newConfig: Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>): void
  • Returns Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>

  • Parameters

    • newConfig: Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>

    Returns void

Methods

publicquery

  • Query for colliders in the scene's physics world


    Parameters

    Returns Collider[]

publicrayCast