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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import type { Nullable } from "../../types.js"; import type { Observer } from "../../Misc/observable.js"; import type { Vector3 } from "../../Maths/math.vector.js"; import type { Mesh } from "../../Meshes/mesh.js"; import type { Node } from "../../node.js"; import type { PhysicsImpostor } from "./physicsImpostor.js"; declare module "../../Meshes/abstractMesh.js" { /** * */ interface AbstractMesh { /** @internal */ _physicsImpostor: Nullable<PhysicsImpostor>; /** * Gets or sets impostor used for physic simulation * @see https://doc.babylonjs.com/features/featuresDeepDive/physics */ physicsImpostor: Nullable<PhysicsImpostor>; /** * Gets the current physics impostor * @see https://doc.babylonjs.com/features/featuresDeepDive/physics * @returns a physics impostor or null */ getPhysicsImpostor(): Nullable<PhysicsImpostor>; /** Apply a physic impulse to the mesh * @param force defines the force to apply * @param contactPoint defines where to apply the force * @returns the current mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine */ applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh; /** * Creates a physic joint between two meshes * @param otherMesh defines the other mesh to use * @param pivot1 defines the pivot to use on this mesh * @param pivot2 defines the pivot to use on the other mesh * @param options defines additional options (can be plugin dependent) * @returns the current mesh * @see https://www.babylonjs-playground.com/#0BS5U0#0 */ setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh; /** @internal */ _disposePhysicsObserver: Nullable<Observer<Node>>; } }