import type { Quaternion, Vector3 } from "../Maths/math.vector"; import type { PhysicsShape } from "./v2/physicsShape"; import type { PhysicsBody } from "./v2/physicsBody"; /** * Shape cast query */ export interface IPhysicsShapeCastQuery { /** * The shape to query with */ shape: PhysicsShape; /** * The rotation of the shape */ rotation: Quaternion; /** * The start position of the query */ startPosition: Vector3; /** * The end position of the query */ endPosition: Vector3; /** * Should trigger collisions be considered in the query? */ shouldHitTriggers: boolean; /** * Ignores the body passed if it is in the query */ ignoreBody?: PhysicsBody; }