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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 { RawQueryPipeline } from "../raw"; import { ColliderHandle, ColliderSet, InteractionGroups, PointColliderProjection, Ray, RayColliderIntersection, RayColliderHit, Shape, ColliderShapeCastHit } from "../geometry"; import { RigidBodyHandle, RigidBodySet } from "../dynamics"; import { Rotation, Vector } from "../math"; /** * Flags for excluding whole sets of colliders from a scene query. */ export declare enum QueryFilterFlags { /** * Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached. */ EXCLUDE_FIXED = 1, /** * Exclude from the query any collider attached to a dynamic rigid-body. */ EXCLUDE_KINEMATIC = 2, /** * Exclude from the query any collider attached to a kinematic rigid-body. */ EXCLUDE_DYNAMIC = 4, /** * Exclude from the query any collider that is a sensor. */ EXCLUDE_SENSORS = 8, /** * Exclude from the query any collider that is not a sensor. */ EXCLUDE_SOLIDS = 16, /** * Excludes all colliders not attached to a dynamic rigid-body. */ ONLY_DYNAMIC = 3, /** * Excludes all colliders not attached to a kinematic rigid-body. */ ONLY_KINEMATIC = 5, /** * Exclude all colliders attached to a non-fixed rigid-body * (this will not exclude colliders not attached to any rigid-body). */ ONLY_FIXED = 6 } /** * A pipeline for performing queries on all the colliders of a scene. * * To avoid leaking WASM resources, this MUST be freed manually with `queryPipeline.free()` * once you are done using it (and all the rigid-bodies it created). */ export declare class QueryPipeline { raw: RawQueryPipeline; /** * Release the WASM memory occupied by this query pipeline. */ free(): void; constructor(raw?: RawQueryPipeline); /** * Updates the acceleration structure of the query pipeline. * @param colliders - The set of colliders taking part in this pipeline. */ update(colliders: ColliderSet): void; /** * Find the closest intersection between a ray and a set of collider. * * @param colliders - The set of colliders taking part in this pipeline. * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. * @param filter - The callback to filter out which collider will be hit. */ castRay(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): RayColliderHit | null; /** * Find the closest intersection between a ray and a set of collider. * * This also computes the normal at the hit point. * @param colliders - The set of colliders taking part in this pipeline. * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. */ castRayAndGetNormal(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): RayColliderIntersection | null; /** * Cast a ray and collects all the intersections between a ray and the scene. * * @param colliders - The set of colliders taking part in this pipeline. * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. * @param callback - The callback called once per hit (in no particular order) between a ray and a collider. * If this callback returns `false`, then the cast will stop and no further hits will be detected/reported. */ intersectionsWithRay(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, callback: (intersect: RayColliderIntersection) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void; /** * Gets the handle of up to one collider intersecting the given shape. * * @param colliders - The set of colliders taking part in this pipeline. * @param shapePos - The position of the shape used for the intersection test. * @param shapeRot - The orientation of the shape used for the intersection test. * @param shape - The shape used for the intersection test. * @param groups - The bit groups and filter associated to the ray, in order to only * hit the colliders with collision groups compatible with the ray's group. */ intersectionWithShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): ColliderHandle | null; /** * Find the projection of a point on the closest collider. * * @param colliders - The set of colliders taking part in this pipeline. * @param point - The point to project. * @param solid - If this is set to `true` then the collider shapes are considered to * be plain (if the point is located inside of a plain shape, its projection is the point * itself). If it is set to `false` the collider shapes are considered to be hollow * (if the point is located inside of an hollow shape, it is projected on the shape's * boundary). * @param groups - The bit groups and filter associated to the point to project, in order to only * project on colliders with collision groups compatible with the ray's group. */ projectPoint(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): PointColliderProjection | null; /** * Find the projection of a point on the closest collider. * * @param colliders - The set of colliders taking part in this pipeline. * @param point - The point to project. * @param groups - The bit groups and filter associated to the point to project, in order to only * project on colliders with collision groups compatible with the ray's group. */ projectPointAndGetFeature(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): PointColliderProjection | null; /** * Find all the colliders containing the given point. * * @param colliders - The set of colliders taking part in this pipeline. * @param point - The point used for the containment test. * @param groups - The bit groups and filter associated to the point to test, in order to only * test on colliders with collision groups compatible with the ray's group. * @param callback - A function called with the handles of each collider with a shape * containing the `point`. */ intersectionsWithPoint(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, callback: (handle: ColliderHandle) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void; /** * Casts a shape at a constant linear velocity and retrieve the first collider it hits. * This is similar to ray-casting except that we are casting a whole shape instead of * just a point (the ray origin). * * @param colliders - The set of colliders taking part in this pipeline. * @param shapePos - The initial position of the shape to cast. * @param shapeRot - The initial rotation of the shape to cast. * @param shapeVel - The constant velocity of the shape to cast (i.e. the cast direction). * @param shape - The shape to cast. * @param targetDistance − If the shape moves closer to this distance from a collider, a hit * will be returned. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the distance traveled by the shape to `shapeVel.norm() * maxToi`. * @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if * the shape is penetrating another shape at its starting point **and** its trajectory is such * that it’s on a path to exit that penetration state. * @param groups - The bit groups and filter associated to the shape to cast, in order to only * test on colliders with collision groups compatible with this group. */ castShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, targetDistance: number, maxToi: number, stopAtPenetration: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): ColliderShapeCastHit | null; /** * Retrieve all the colliders intersecting the given shape. * * @param colliders - The set of colliders taking part in this pipeline. * @param shapePos - The position of the shape to test. * @param shapeRot - The orientation of the shape to test. * @param shape - The shape to test. * @param groups - The bit groups and filter associated to the shape to test, in order to only * test on colliders with collision groups compatible with this group. * @param callback - A function called with the handles of each collider intersecting the `shape`. */ intersectionsWithShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, callback: (handle: ColliderHandle) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void; /** * Finds the handles of all the colliders with an AABB intersecting the given AABB. * * @param aabbCenter - The center of the AABB to test. * @param aabbHalfExtents - The half-extents of the AABB to test. * @param callback - The callback that will be called with the handles of all the colliders * currently intersecting the given AABB. */ collidersWithAabbIntersectingAabb(aabbCenter: Vector, aabbHalfExtents: Vector, callback: (handle: ColliderHandle) => boolean): void; }