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@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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import { RawContactForceEvent, RawEventQueue } from "../raw"; import { ColliderHandle } from "../geometry"; import { Vector } from "../math"; /** * Flags indicating what events are enabled for colliders. */ export declare enum ActiveEvents { NONE = 0, /** * Enable collision events. */ COLLISION_EVENTS = 1, /** * Enable contact force events. */ CONTACT_FORCE_EVENTS = 2 } /** * Event occurring when the sum of the magnitudes of the * contact forces between two colliders exceed a threshold. * * This object should **not** be stored anywhere. Its properties can only be * read from within the closure given to `EventHandler.drainContactForceEvents`. */ export declare class TempContactForceEvent { raw: RawContactForceEvent; free(): void; /** * The first collider involved in the contact. */ collider1(): ColliderHandle; /** * The second collider involved in the contact. */ collider2(): ColliderHandle; /** * The sum of all the forces between the two colliders. */ totalForce(): Vector; /** * The sum of the magnitudes of each force between the two colliders. * * Note that this is **not** the same as the magnitude of `self.total_force`. * Here we are summing the magnitude of all the forces, instead of taking * the magnitude of their sum. */ totalForceMagnitude(): number; /** * The world-space (unit) direction of the force with strongest magnitude. */ maxForceDirection(): Vector; /** * The magnitude of the largest force at a contact point of this contact pair. */ maxForceMagnitude(): number; } /** * A structure responsible for collecting events generated * by the physics engine. * * To avoid leaking WASM resources, this MUST be freed manually with `eventQueue.free()` * once you are done using it. */ export declare class EventQueue { raw: RawEventQueue; /** * Creates a new event collector. * * @param autoDrain -setting this to `true` is strongly recommended. If true, the collector will * be automatically drained before each `world.step(collector)`. If false, the collector will * keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of * RAM if no drain is performed. */ constructor(autoDrain: boolean, raw?: RawEventQueue); /** * Release the WASM memory occupied by this event-queue. */ free(): void; /** * Applies the given javascript closure on each collision event of this collector, then clear * the internal collision event buffer. * * @param f - JavaScript closure applied to each collision event. The * closure must take three arguments: two integers representing the handles of the colliders * involved in the collision, and a boolean indicating if the collision started (true) or stopped * (false). */ drainCollisionEvents(f: (handle1: ColliderHandle, handle2: ColliderHandle, started: boolean) => void): void; /** * Applies the given javascript closure on each contact force event of this collector, then clear * the internal collision event buffer. * * @param f - JavaScript closure applied to each collision event. The * closure must take one `TempContactForceEvent` argument. */ drainContactForceEvents(f: (event: TempContactForceEvent) => void): void; /** * Removes all events contained by this collector */ clear(): void; }