@babylonjs/core
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TypeScript
import type { Quaternion, Vector3 } from "../Maths/math.vector.js";
import type { PhysicsShape } from "./v2/physicsShape.js";
import type { PhysicsBody } from "./v2/physicsBody.js";
/**
* Shape cast query
*/
export interface IPhysicsShapeCastQuery {
/**
* The shape to query with
*/
shape: PhysicsShape;
/**
* The rotation of the shape
*/
rotation: Quaternion;
/**
* The start position of the query
*/
startPosition: Vector3;
/**
* The end position of the query
*/
endPosition: Vector3;
/**
* Should trigger collisions be considered in the query?
*/
shouldHitTriggers: boolean;
/**
* Ignores the body passed if it is in the query
*/
ignoreBody?: PhysicsBody;
}