physicsShapeProximityCastQuery.d.ts 824 B

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  1. import type { Quaternion, Vector3 } from "../Maths/math.vector";
  2. import type { PhysicsShape } from "./v2/physicsShape";
  3. import type { PhysicsBody } from "./v2/physicsBody";
  4. /**
  5. * Query for shape proximity.
  6. */
  7. export interface IPhysicsShapeProximityCastQuery {
  8. /**
  9. * The shape to test proximity against
  10. */
  11. shape: PhysicsShape;
  12. /**
  13. * The position of shape
  14. */
  15. position: Vector3;
  16. /**
  17. * The rotation of shape
  18. */
  19. rotation: Quaternion;
  20. /**
  21. * Maximum distance to check for collisions. Can be set to 0 to check for overlaps.
  22. */
  23. maxDistance: number;
  24. /**
  25. * Should trigger collisions be considered in the query?
  26. */
  27. shouldHitTriggers: boolean;
  28. /**
  29. * Ignores the body passed if it is in the query
  30. */
  31. ignoreBody?: PhysicsBody;
  32. }