@box2d/debug-draw
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Debug drawing helper for @box2d
85 lines • 3.37 kB
TypeScript
import { b2Vec2, XY } from "../common/b2_math";
import { b2Readonly } from "../common/b2_readonly";
import { b2AABB, b2RayCastInput } from "./b2_collision";
import { b2TreeNode } from "./b2_dynamic_tree";
/**
* The broad-phase is used for computing pairs and performing volume queries and ray casts.
* This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
* It is up to the client to consume the new pairs and to track subsequent overlap.
*/
export declare class b2BroadPhase<T> {
private readonly m_tree;
private m_proxyCount;
private m_moveCount;
private readonly m_moveBuffer;
private m_pairCount;
private readonly m_pairBuffer;
private m_queryProxy;
/**
* Create a proxy with an initial AABB. Pairs are not reported until
* UpdatePairs is called.
*/
CreateProxy(aabb: b2AABB, userData: T): b2TreeNode<T>;
/**
* Destroy a proxy. It is up to the client to remove any pairs.
*/
DestroyProxy(proxy: b2TreeNode<T>): void;
/**
* Call MoveProxy as many times as you like, then when you are done
* call UpdatePairs to finalized the proxy pairs (for your time step).
*/
MoveProxy(proxy: b2TreeNode<T>, aabb: b2AABB, displacement: b2Readonly<b2Vec2>): void;
/**
* Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
*/
TouchProxy(proxy: b2TreeNode<T>): void;
/**
* Get the number of proxies.
*/
GetProxyCount(): number;
/**
* Update the pairs. This results in pair callbacks. This can only add pairs.
*/
UpdatePairs(callback: (a: T, b: T) => void): void;
/**
* Query an AABB for overlapping proxies. The callback class
* is called for each proxy that overlaps the supplied AABB.
*/
Query(aabb: b2AABB, callback: (node: b2TreeNode<T>) => boolean): void;
QueryPoint(point: XY, callback: (node: b2TreeNode<T>) => boolean): void;
/** This is called from b2DynamicTree::Query when we are gathering pairs. */
private QueryCallback;
/**
* Ray-cast against the proxies in the tree. This relies on the callback
* to perform a exact ray-cast in the case were the proxy contains a shape.
* The callback also performs the any collision filtering. This has performance
* roughly equal to k * log(n), where k is the number of collisions and n is the
* number of proxies in the tree.
*
* @param input The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
* @param callback A callback class that is called for each proxy that is hit by the ray.
*/
RayCast(input: b2RayCastInput, callback: (input: b2RayCastInput, node: b2TreeNode<T>) => number): void;
/**
* Get the height of the embedded tree.
*/
GetTreeHeight(): number;
/**
* Get the balance of the embedded tree.
*/
GetTreeBalance(): number;
/**
* Get the quality metric of the embedded tree.
*/
GetTreeQuality(): number;
/**
* Shift the world origin. Useful for large worlds.
* The shift formula is: position -= newOrigin
*
* @param newOrigin The new origin with respect to the old origin
*/
ShiftOrigin(newOrigin: XY): void;
private BufferMove;
private UnBufferMove;
}
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