@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";
/**
* Query for shape proximity.
*/
export interface IPhysicsShapeProximityCastQuery {
/**
* The shape to test proximity against
*/
shape: PhysicsShape;
/**
* The position of shape
*/
position: Vector3;
/**
* The rotation of shape
*/
rotation: Quaternion;
/**
* Maximum distance to check for collisions. Can be set to 0 to check for overlaps.
*/
maxDistance: number;
/**
* Should trigger collisions be considered in the query?
*/
shouldHitTriggers: boolean;
/**
* Ignores the body passed if it is in the query
*/
ignoreBody?: PhysicsBody;
}