import type { Vector3 } from "../Maths/math.vector"; import type { IRaycastQuery } from "./physicsRaycastResult"; import type { PhysicsBody } from "./v2/physicsBody"; /** * Interface for point proximity query. */ export interface IPhysicsPointProximityQuery { /** * The position of the query */ position: Vector3; /** * Maximum distance to check for collisions. Can be set to 0 to check for overlaps. */ maxDistance: number; /** * Collision filter for the query. */ collisionFilter: IRaycastQuery; /** * Should trigger collisions be considered in the query? */ shouldHitTriggers: boolean; /** * Should the query ignore the body that is passed in? */ ignoreBody?: PhysicsBody; }