@dimforge/rapier2d-compat
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2-dimensional physics engine in Rust - official JS bindings. Compatibility package with inlined webassembly as base64.
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TypeScript
import { Vector } from "../math";
import { Collider, ColliderSet, InteractionGroups } from "../geometry";
import { QueryFilterFlags, QueryPipeline } from "../pipeline";
import { IntegrationParameters, RigidBodySet } from "../dynamics";
/**
* A collision between the character and an obstacle hit on its path.
*/
export declare class CharacterCollision {
/** The collider involved in the collision. Null if the collider no longer exists in the physics world. */
collider: Collider | null;
/** The translation delta applied to the character before this collision took place. */
translationDeltaApplied: Vector;
/** The translation delta the character would move after this collision if there is no other obstacles. */
translationDeltaRemaining: Vector;
/** The time-of-impact between the character and the obstacles. */
toi: number;
/** The world-space contact point on the collider when the collision happens. */
witness1: Vector;
/** The local-space contact point on the character when the collision happens. */
witness2: Vector;
/** The world-space outward contact normal on the collider when the collision happens. */
normal1: Vector;
/** The local-space outward contact normal on the character when the collision happens. */
normal2: Vector;
}
/**
* A character controller for controlling kinematic bodies and parentless colliders by hitting
* and sliding against obstacles.
*/
export declare class KinematicCharacterController {
private raw;
private rawCharacterCollision;
private params;
private bodies;
private colliders;
private queries;
private _applyImpulsesToDynamicBodies;
private _characterMass;
constructor(offset: number, params: IntegrationParameters, bodies: RigidBodySet, colliders: ColliderSet, queries: QueryPipeline);
/** @internal */
free(): void;
/**
* The direction that goes "up". Used to determine where the floor is, and the floor’s angle.
*/
up(): Vector;
/**
* Sets the direction that goes "up". Used to determine where the floor is, and the floor’s angle.
*/
setUp(vector: Vector): void;
applyImpulsesToDynamicBodies(): boolean;
setApplyImpulsesToDynamicBodies(enabled: boolean): void;
/**
* Returns the custom value of the character mass, if it was set by `this.setCharacterMass`.
*/
characterMass(): number | null;
/**
* Set the mass of the character to be used for impulse resolution if `self.applyImpulsesToDynamicBodies`
* is set to `true`.
*
* If no character mass is set explicitly (or if it is set to `null`) it is automatically assumed to be equal
* to the mass of the rigid-body the character collider is attached to; or equal to 0 if the character collider
* isn’t attached to any rigid-body.
*
* @param mass - The mass to set.
*/
setCharacterMass(mass: number | null): void;
/**
* A small gap to preserve between the character and its surroundings.
*
* This value should not be too large to avoid visual artifacts, but shouldn’t be too small
* (must not be zero) to improve numerical stability of the character controller.
*/
offset(): number;
/**
* Sets a small gap to preserve between the character and its surroundings.
*
* This value should not be too large to avoid visual artifacts, but shouldn’t be too small
* (must not be zero) to improve numerical stability of the character controller.
*/
setOffset(value: number): void;
normalNudgeFactor(): number;
setNormalNudgeFactor(value: number): void;
/**
* Is sliding against obstacles enabled?
*/
slideEnabled(): boolean;
/**
* Enable or disable sliding against obstacles.
*/
setSlideEnabled(enabled: boolean): void;
/**
* The maximum step height a character can automatically step over.
*/
autostepMaxHeight(): number | null;
/**
* The minimum width of free space that must be available after stepping on a stair.
*/
autostepMinWidth(): number | null;
/**
* Can the character automatically step over dynamic bodies too?
*/
autostepIncludesDynamicBodies(): boolean | null;
/**
* Is automatically stepping over small objects enabled?
*/
autostepEnabled(): boolean;
/**
* Enabled automatically stepping over small objects.
*
* @param maxHeight - The maximum step height a character can automatically step over.
* @param minWidth - The minimum width of free space that must be available after stepping on a stair.
* @param includeDynamicBodies - Can the character automatically step over dynamic bodies too?
*/
enableAutostep(maxHeight: number, minWidth: number, includeDynamicBodies: boolean): void;
/**
* Disable automatically stepping over small objects.
*/
disableAutostep(): void;
/**
* The maximum angle (radians) between the floor’s normal and the `up` vector that the
* character is able to climb.
*/
maxSlopeClimbAngle(): number;
/**
* Sets the maximum angle (radians) between the floor’s normal and the `up` vector that the
* character is able to climb.
*/
setMaxSlopeClimbAngle(angle: number): void;
/**
* The minimum angle (radians) between the floor’s normal and the `up` vector before the
* character starts to slide down automatically.
*/
minSlopeSlideAngle(): number;
/**
* Sets the minimum angle (radians) between the floor’s normal and the `up` vector before the
* character starts to slide down automatically.
*/
setMinSlopeSlideAngle(angle: number): void;
/**
* If snap-to-ground is enabled, should the character be automatically snapped to the ground if
* the distance between the ground and its feet are smaller than the specified threshold?
*/
snapToGroundDistance(): number | null;
/**
* Enables automatically snapping the character to the ground if the distance between
* the ground and its feet are smaller than the specified threshold.
*/
enableSnapToGround(distance: number): void;
/**
* Disables automatically snapping the character to the ground.
*/
disableSnapToGround(): void;
/**
* Is automatically snapping the character to the ground enabled?
*/
snapToGroundEnabled(): boolean;
/**
* Computes the movement the given collider is able to execute after hitting and sliding on obstacles.
*
* @param collider - The collider to move.
* @param desiredTranslationDelta - The desired collider movement.
* @param filterFlags - Flags for excluding whole subsets of colliders from the obstacles taken into account.
* @param filterGroups - Groups for excluding colliders with incompatible collision groups from the obstacles
* taken into account.
* @param filterPredicate - Any collider for which this closure returns `false` will be excluded from the
* obstacles taken into account.
*/
computeColliderMovement(collider: Collider, desiredTranslationDelta: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterPredicate?: (collider: Collider) => boolean): void;
/**
* The movement computed by the last call to `this.computeColliderMovement`.
*/
computedMovement(): Vector;
/**
* The result of ground detection computed by the last call to `this.computeColliderMovement`.
*/
computedGrounded(): boolean;
/**
* The number of collisions against obstacles detected along the path of the last call
* to `this.computeColliderMovement`.
*/
numComputedCollisions(): number;
/**
* Returns the collision against one of the obstacles detected along the path of the last
* call to `this.computeColliderMovement`.
*
* @param i - The i-th collision will be returned.
* @param out - If this argument is set, it will be filled with the collision information.
*/
computedCollision(i: number, out?: CharacterCollision): CharacterCollision | null;
}