import type { Quaternion, Vector3 } from "../Maths/math.vector"; import type { PhysicsShape } from "./v2/physicsShape"; import type { PhysicsBody } from "./v2/physicsBody"; /** * Query for shape proximity. */ export interface IPhysicsShapeProximityCastQuery { /** * The shape to test proximity against */ shape: PhysicsShape; /** * The position of shape */ position: Vector3; /** * The rotation of shape */ rotation: Quaternion; /** * Maximum distance to check for collisions. Can be set to 0 to check for overlaps. */ maxDistance: number; /** * Should trigger collisions be considered in the query? */ shouldHitTriggers: boolean; /** * Ignores the body passed if it is in the query */ ignoreBody?: PhysicsBody; }