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- import { Vector3 } from "../Maths/math.vector";
- import { CastingResult } from "./castingResult";
- /**
- * Interface for query parameters in the raycast function.
- * @see the "Collision Filtering" section in https://github.com/eoineoineoin/glTF/tree/MSFT_RigidBodies/extensions/2.0/Vendor/MSFT_collision_primitives
- */
- export interface IRaycastQuery {
- /** Membership mask */
- membership?: number;
- /** CollideWith mask */
- collideWith?: number;
- }
- /**
- * Holds the data for the raycast result
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
- */
- export declare class PhysicsRaycastResult extends CastingResult {
- private _hitDistance;
- private _rayFromWorld;
- private _rayToWorld;
- /**
- * Gets the distance from the hit
- */
- get hitDistance(): number;
- /**
- * Gets the hit normal/direction in the world
- */
- get hitNormalWorld(): Vector3;
- /**
- * Gets the hit point in the world
- */
- get hitPointWorld(): Vector3;
- /**
- * Gets the ray "start point" of the ray in the world
- */
- get rayFromWorld(): Vector3;
- /**
- * Gets the ray "end point" of the ray in the world
- */
- get rayToWorld(): Vector3;
- /**
- * Sets the distance from the start point to the hit point
- * @param distance defines the distance to set
- */
- setHitDistance(distance: number): void;
- /**
- * Calculates the distance manually
- */
- calculateHitDistance(): void;
- /**
- * Resets all the values to default
- * @param from The from point on world space
- * @param to The to point on world space
- */
- reset(from?: Vector3, to?: Vector3): void;
- }
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