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- /** 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
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