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- import type { Nullable } from "../../types";
- import { Vector3 } from "../../Maths/math.vector";
- import type { IPhysicsEngine } from "../IPhysicsEngine";
- import type { IPhysicsEnginePluginV2 } from "./IPhysicsEnginePlugin";
- import type { IRaycastQuery } from "../physicsRaycastResult";
- import { PhysicsRaycastResult } from "../physicsRaycastResult";
- import type { PhysicsBody } from "./physicsBody";
- /**
- * Class used to control physics engine
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
- */
- export declare class PhysicsEngine implements IPhysicsEngine {
- private _physicsPlugin;
- /** @internal */
- private _physicsBodies;
- private _subTimeStep;
- /**
- * Gets the gravity vector used by the simulation
- */
- gravity: Vector3;
- /**
- *
- * @returns physics plugin version
- */
- getPluginVersion(): number;
- /**
- * Factory used to create the default physics plugin.
- * @returns The default physics plugin
- */
- static DefaultPluginFactory(): IPhysicsEnginePluginV2;
- /**
- * Creates a new Physics Engine
- * @param gravity defines the gravity vector used by the simulation
- * @param _physicsPlugin defines the plugin to use (CannonJS by default)
- */
- constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePluginV2);
- /**
- * Sets the gravity vector used by the simulation
- * @param gravity defines the gravity vector to use
- */
- setGravity(gravity: Vector3): void;
- /**
- * Set the time step of the physics engine.
- * Default is 1/60.
- * To slow it down, enter 1/600 for example.
- * To speed it up, 1/30
- * Unit is seconds.
- * @param newTimeStep defines the new timestep to apply to this world.
- */
- setTimeStep(newTimeStep?: number): void;
- /**
- * Get the time step of the physics engine.
- * @returns the current time step
- */
- getTimeStep(): number;
- /**
- * Set the sub time step of the physics engine.
- * Default is 0 meaning there is no sub steps
- * To increase physics resolution precision, set a small value (like 1 ms)
- * @param subTimeStep defines the new sub timestep used for physics resolution.
- */
- setSubTimeStep(subTimeStep?: number): void;
- /**
- * Get the sub time step of the physics engine.
- * @returns the current sub time step
- */
- getSubTimeStep(): number;
- /**
- * Release all resources
- */
- dispose(): void;
- /**
- * Gets the name of the current physics plugin
- * @returns the name of the plugin
- */
- getPhysicsPluginName(): string;
- /**
- * Adding a new impostor for the impostor tracking.
- * This will be done by the impostor itself.
- * @param impostor the impostor to add
- */
- /**
- * Called by the scene. No need to call it.
- * @param delta defines the timespan between frames
- */
- _step(delta: number): void;
- /**
- * Add a body as an active component of this engine
- * @param physicsBody The body to add
- */
- addBody(physicsBody: PhysicsBody): void;
- /**
- * Removes a particular body from this engine
- * @param physicsBody The body to remove from the simulation
- */
- removeBody(physicsBody: PhysicsBody): void;
- /**
- * @returns an array of bodies added to this engine
- */
- getBodies(): Array<PhysicsBody>;
- /**
- * Gets the current plugin used to run the simulation
- * @returns current plugin
- */
- getPhysicsPlugin(): IPhysicsEnginePluginV2;
- /**
- * Does a raycast in the physics world
- * @param from when should the ray start?
- * @param to when should the ray end?
- * @param result resulting PhysicsRaycastResult
- * @param query raycast query object
- */
- raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;
- /**
- * Does a raycast in the physics world
- * @param from when should the ray start?
- * @param to when should the ray end?
- * @param query raycast query object
- * @returns PhysicsRaycastResult
- */
- raycast(from: Vector3, to: Vector3, query?: IRaycastQuery): PhysicsRaycastResult;
- }
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