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- 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;
- }
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