/** How a specific axis can be constrained */ export var PhysicsConstraintAxisLimitMode; (function (PhysicsConstraintAxisLimitMode) { /* * The axis is not restricted at all */ PhysicsConstraintAxisLimitMode[PhysicsConstraintAxisLimitMode["FREE"] = 0] = "FREE"; /* * The axis has a minimum/maximum limit */ PhysicsConstraintAxisLimitMode[PhysicsConstraintAxisLimitMode["LIMITED"] = 1] = "LIMITED"; /* * The axis allows no relative movement of the pivots */ PhysicsConstraintAxisLimitMode[PhysicsConstraintAxisLimitMode["LOCKED"] = 2] = "LOCKED"; })(PhysicsConstraintAxisLimitMode || (PhysicsConstraintAxisLimitMode = {})); /** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */ export var PhysicsConstraintAxis; (function (PhysicsConstraintAxis) { /* * Translation along the primary axis of the constraint (i.e. the * direction specified by PhysicsConstraintParameters.axisA/axisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["LINEAR_X"] = 0] = "LINEAR_X"; /* * Translation along the second axis of the constraint (i.e. the * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["LINEAR_Y"] = 1] = "LINEAR_Y"; /* * Translation along the third axis of the constraint. This axis is * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["LINEAR_Z"] = 2] = "LINEAR_Z"; /* * Rotation around the primary axis of the constraint (i.e. the * axis specified by PhysicsConstraintParameters.axisA/axisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["ANGULAR_X"] = 3] = "ANGULAR_X"; /* * Rotation around the second axis of the constraint (i.e. the * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["ANGULAR_Y"] = 4] = "ANGULAR_Y"; /* * Rotation around the third axis of the constraint. This axis is * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB) */ PhysicsConstraintAxis[PhysicsConstraintAxis["ANGULAR_Z"] = 5] = "ANGULAR_Z"; /* * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes * individually, but the distance calculation uses all three axes * simultaneously, instead of individually. */ PhysicsConstraintAxis[PhysicsConstraintAxis["LINEAR_DISTANCE"] = 6] = "LINEAR_DISTANCE"; })(PhysicsConstraintAxis || (PhysicsConstraintAxis = {})); /** Type of Constraint */ export var PhysicsConstraintType; (function (PhysicsConstraintType) { /** * A ball and socket constraint will attempt to line up the pivot * positions in each body, and have no restrictions on rotation */ PhysicsConstraintType[PhysicsConstraintType["BALL_AND_SOCKET"] = 1] = "BALL_AND_SOCKET"; /** * A distance constraint will attempt to keep the pivot locations * within a specified distance. */ PhysicsConstraintType[PhysicsConstraintType["DISTANCE"] = 2] = "DISTANCE"; /** * A hinge constraint will keep the pivot positions aligned as well * as two angular axes. The remaining angular axis will be free to rotate. */ PhysicsConstraintType[PhysicsConstraintType["HINGE"] = 3] = "HINGE"; /** * A slider constraint allows bodies to translate along one axis and * rotate about the same axis. The remaining two axes are locked in * place */ PhysicsConstraintType[PhysicsConstraintType["SLIDER"] = 4] = "SLIDER"; /** * A lock constraint will attempt to keep the pivots completely lined * up between both bodies, allowing no relative movement. */ PhysicsConstraintType[PhysicsConstraintType["LOCK"] = 5] = "LOCK"; /* * A prismatic will lock the rotations of the bodies, and allow translation * only along one axis */ PhysicsConstraintType[PhysicsConstraintType["PRISMATIC"] = 6] = "PRISMATIC"; /* * A generic constraint; this starts with no limits on how the bodies can * move relative to each other, but limits can be added via the PhysicsConstraint * interfaces. This can be used to specify a large variety of constraints */ PhysicsConstraintType[PhysicsConstraintType["SIX_DOF"] = 7] = "SIX_DOF"; })(PhysicsConstraintType || (PhysicsConstraintType = {})); /** Type of Shape */ export var PhysicsShapeType; (function (PhysicsShapeType) { PhysicsShapeType[PhysicsShapeType["SPHERE"] = 0] = "SPHERE"; PhysicsShapeType[PhysicsShapeType["CAPSULE"] = 1] = "CAPSULE"; PhysicsShapeType[PhysicsShapeType["CYLINDER"] = 2] = "CYLINDER"; PhysicsShapeType[PhysicsShapeType["BOX"] = 3] = "BOX"; PhysicsShapeType[PhysicsShapeType["CONVEX_HULL"] = 4] = "CONVEX_HULL"; PhysicsShapeType[PhysicsShapeType["CONTAINER"] = 5] = "CONTAINER"; PhysicsShapeType[PhysicsShapeType["MESH"] = 6] = "MESH"; PhysicsShapeType[PhysicsShapeType["HEIGHTFIELD"] = 7] = "HEIGHTFIELD"; })(PhysicsShapeType || (PhysicsShapeType = {})); /** Optional motor which attempts to move a body at a specific velocity, or at a specific position */ export var PhysicsConstraintMotorType; (function (PhysicsConstraintMotorType) { PhysicsConstraintMotorType[PhysicsConstraintMotorType["NONE"] = 0] = "NONE"; PhysicsConstraintMotorType[PhysicsConstraintMotorType["VELOCITY"] = 1] = "VELOCITY"; PhysicsConstraintMotorType[PhysicsConstraintMotorType["POSITION"] = 2] = "POSITION"; })(PhysicsConstraintMotorType || (PhysicsConstraintMotorType = {})); export var PhysicsEventType; (function (PhysicsEventType) { PhysicsEventType["COLLISION_STARTED"] = "COLLISION_STARTED"; PhysicsEventType["COLLISION_CONTINUED"] = "COLLISION_CONTINUED"; PhysicsEventType["COLLISION_FINISHED"] = "COLLISION_FINISHED"; PhysicsEventType["TRIGGER_ENTERED"] = "TRIGGER_ENTERED"; PhysicsEventType["TRIGGER_EXITED"] = "TRIGGER_EXITED"; })(PhysicsEventType || (PhysicsEventType = {})); /** * Indicates how the body will behave. */ export var PhysicsMotionType; (function (PhysicsMotionType) { PhysicsMotionType[PhysicsMotionType["STATIC"] = 0] = "STATIC"; PhysicsMotionType[PhysicsMotionType["ANIMATED"] = 1] = "ANIMATED"; PhysicsMotionType[PhysicsMotionType["DYNAMIC"] = 2] = "DYNAMIC"; })(PhysicsMotionType || (PhysicsMotionType = {})); /** * Controls the body sleep mode. */ export var PhysicsActivationControl; (function (PhysicsActivationControl) { PhysicsActivationControl[PhysicsActivationControl["SIMULATION_CONTROLLED"] = 0] = "SIMULATION_CONTROLLED"; PhysicsActivationControl[PhysicsActivationControl["ALWAYS_ACTIVE"] = 1] = "ALWAYS_ACTIVE"; PhysicsActivationControl[PhysicsActivationControl["ALWAYS_INACTIVE"] = 2] = "ALWAYS_INACTIVE"; })(PhysicsActivationControl || (PhysicsActivationControl = {})); //# sourceMappingURL=IPhysicsEnginePlugin.js.map