@dimforge/rapier2d-simd-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 { RawRigidBodySet } from "../raw";
import { Rotation, Vector } from "../math";
import { Collider, ColliderSet } from "../geometry";
/**
* The integer identifier of a collider added to a `ColliderSet`.
*/
export declare type RigidBodyHandle = number;
/**
* The simulation status of a rigid-body.
*/
export declare enum RigidBodyType {
/**
* A `RigidBodyType::Dynamic` body can be affected by all external forces.
*/
Dynamic = 0,
/**
* A `RigidBodyType::Fixed` body cannot be affected by external forces.
*/
Fixed = 1,
/**
* A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
* by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
*
* One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
* cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
* modified by the user and is independent from any contact or joint it is involved in.
*/
KinematicPositionBased = 2,
/**
* A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
* by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
*
* One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
* cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
* modified by the user and is independent from any contact or joint it is involved in.
*/
KinematicVelocityBased = 3
}
/**
* A rigid-body.
*/
export declare class RigidBody {
private rawSet;
private colliderSet;
readonly handle: RigidBodyHandle;
/**
* An arbitrary user-defined object associated with this rigid-body.
*/
userData?: unknown;
constructor(rawSet: RawRigidBodySet, colliderSet: ColliderSet, handle: RigidBodyHandle);
/** @internal */
finalizeDeserialization(colliderSet: ColliderSet): void;
/**
* Checks if this rigid-body is still valid (i.e. that it has
* not been deleted from the rigid-body set yet.
*/
isValid(): boolean;
/**
* Locks or unlocks the ability of this rigid-body to translate.
*
* @param locked - If `true`, this rigid-body will no longer translate due to forces and impulses.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
*/
lockTranslations(locked: boolean, wakeUp: boolean): void;
/**
* Locks or unlocks the ability of this rigid-body to rotate.
*
* @param locked - If `true`, this rigid-body will no longer rotate due to torques and impulses.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
*/
lockRotations(locked: boolean, wakeUp: boolean): void;
/**
* Locks or unlocks the ability of this rigid-body to translation along individual coordinate axes.
*
* @param enableX - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the X coordinate axis.
* @param enableY - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Y coordinate axis.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
*/
setEnabledTranslations(enableX: boolean, enableY: boolean, wakeUp: boolean): void;
/**
* Locks or unlocks the ability of this rigid-body to translation along individual coordinate axes.
*
* @param enableX - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the X coordinate axis.
* @param enableY - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Y coordinate axis.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
* @deprecated use `this.setEnabledTranslations` with the same arguments instead.
*/
restrictTranslations(enableX: boolean, enableY: boolean, wakeUp: boolean): void;
/**
* The dominance group, in [-127, +127] this rigid-body is part of.
*/
dominanceGroup(): number;
/**
* Sets the dominance group of this rigid-body.
*
* @param group - The dominance group of this rigid-body. Must be a signed integer in the range [-127, +127].
*/
setDominanceGroup(group: number): void;
/**
* The number of additional solver iterations that will be run for this
* rigid-body and everything that interacts with it directly or indirectly
* through contacts or joints.
*/
additionalSolverIterations(): number;
/**
* Sets the number of additional solver iterations that will be run for this
* rigid-body and everything that interacts with it directly or indirectly
* through contacts or joints.
*
* Compared to increasing the global `World.numSolverIteration`, setting this
* value lets you increase accuracy on only a subset of the scene, resulting in reduced
* performance loss.
*
* @param iters - The new number of additional solver iterations (default: 0).
*/
setAdditionalSolverIterations(iters: number): void;
/**
* Enable or disable CCD (Continuous Collision Detection) for this rigid-body.
*
* @param enabled - If `true`, CCD will be enabled for this rigid-body.
*/
enableCcd(enabled: boolean): void;
/**
* Sets the soft-CCD prediction distance for this rigid-body.
*
* See the documentation of `RigidBodyDesc.setSoftCcdPrediction` for
* additional details.
*/
setSoftCcdPrediction(distance: number): void;
/**
* Gets the soft-CCD prediction distance for this rigid-body.
*
* See the documentation of `RigidBodyDesc.setSoftCcdPrediction` for
* additional details.
*/
softCcdPrediction(): number;
/**
* The world-space translation of this rigid-body.
*/
translation(): Vector;
/**
* The world-space orientation of this rigid-body.
*/
rotation(): Rotation;
/**
* The world-space next translation of this rigid-body.
*
* If this rigid-body is kinematic this value is set by the `setNextKinematicTranslation`
* method and is used for estimating the kinematic body velocity at the next timestep.
* For non-kinematic bodies, this value is currently unspecified.
*/
nextTranslation(): Vector;
/**
* The world-space next orientation of this rigid-body.
*
* If this rigid-body is kinematic this value is set by the `setNextKinematicRotation`
* method and is used for estimating the kinematic body velocity at the next timestep.
* For non-kinematic bodies, this value is currently unspecified.
*/
nextRotation(): Rotation;
/**
* Sets the translation of this rigid-body.
*
* @param tra - The world-space position of the rigid-body.
* @param wakeUp - Forces the rigid-body to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
setTranslation(tra: Vector, wakeUp: boolean): void;
/**
* Sets the linear velocity of this rigid-body.
*
* @param vel - The linear velocity to set.
* @param wakeUp - Forces the rigid-body to wake-up if it was asleep.
*/
setLinvel(vel: Vector, wakeUp: boolean): void;
/**
* The scale factor applied to the gravity affecting
* this rigid-body.
*/
gravityScale(): number;
/**
* Sets the scale factor applied to the gravity affecting
* this rigid-body.
*
* @param factor - The scale factor to set. A value of 0.0 means
* that this rigid-body will on longer be affected by gravity.
* @param wakeUp - Forces the rigid-body to wake-up if it was asleep.
*/
setGravityScale(factor: number, wakeUp: boolean): void;
/**
* Sets the rotation angle of this rigid-body.
*
* @param angle - The rotation angle, in radians.
* @param wakeUp - Forces the rigid-body to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
setRotation(angle: number, wakeUp: boolean): void;
/**
* Sets the angular velocity fo this rigid-body.
*
* @param vel - The angular velocity to set.
* @param wakeUp - Forces the rigid-body to wake-up if it was asleep.
*/
setAngvel(vel: number, wakeUp: boolean): void;
/**
* If this rigid body is kinematic, sets its future translation after the next timestep integration.
*
* This should be used instead of `rigidBody.setTranslation` to make the dynamic object
* interacting with this kinematic body behave as expected. Internally, Rapier will compute
* an artificial velocity for this rigid-body from its current position and its next kinematic
* position. This velocity will be used to compute forces on dynamic bodies interacting with
* this body.
*
* @param t - The kinematic translation to set.
*/
setNextKinematicTranslation(t: Vector): void;
/**
* If this rigid body is kinematic, sets its future rotation after the next timestep integration.
*
* This should be used instead of `rigidBody.setRotation` to make the dynamic object
* interacting with this kinematic body behave as expected. Internally, Rapier will compute
* an artificial velocity for this rigid-body from its current position and its next kinematic
* position. This velocity will be used to compute forces on dynamic bodies interacting with
* this body.
*
* @param angle - The kinematic rotation angle, in radians.
*/
setNextKinematicRotation(angle: number): void;
/**
* The linear velocity of this rigid-body.
*/
linvel(): Vector;
/**
* The velocity of the given world-space point on this rigid-body.
*/
velocityAtPoint(point: Vector): Vector;
/**
* The angular velocity of this rigid-body.
*/
angvel(): number;
/**
* The mass of this rigid-body.
*/
mass(): number;
/**
* The inverse mass taking into account translation locking.
*/
effectiveInvMass(): Vector;
/**
* The inverse of the mass of a rigid-body.
*
* If this is zero, the rigid-body is assumed to have infinite mass.
*/
invMass(): number;
/**
* The center of mass of a rigid-body expressed in its local-space.
*/
localCom(): Vector;
/**
* The world-space center of mass of the rigid-body.
*/
worldCom(): Vector;
/**
* The inverse of the principal angular inertia of the rigid-body.
*
* Components set to zero are assumed to be infinite along the corresponding principal axis.
*/
invPrincipalInertia(): number;
/**
* The angular inertia along the principal inertia axes of the rigid-body.
*/
principalInertia(): number;
/**
* The world-space inverse angular inertia tensor of the rigid-body,
* taking into account rotation locking.
*/
effectiveWorldInvInertia(): number;
/**
* The effective world-space angular inertia (that takes the potential rotation locking into account) of
* this rigid-body.
*/
effectiveAngularInertia(): number;
/**
* Put this rigid body to sleep.
*
* A sleeping body no longer moves and is no longer simulated by the physics engine unless
* it is waken up. It can be woken manually with `this.wakeUp()` or automatically due to
* external forces like contacts.
*/
sleep(): void;
/**
* Wakes this rigid-body up.
*
* A dynamic rigid-body that does not move during several consecutive frames will
* be put to sleep by the physics engine, i.e., it will stop being simulated in order
* to avoid useless computations.
* This methods forces a sleeping rigid-body to wake-up. This is useful, e.g., before modifying
* the position of a dynamic body so that it is properly simulated afterwards.
*/
wakeUp(): void;
/**
* Is CCD enabled for this rigid-body?
*/
isCcdEnabled(): boolean;
/**
* The number of colliders attached to this rigid-body.
*/
numColliders(): number;
/**
* Retrieves the `i-th` collider attached to this rigid-body.
*
* @param i - The index of the collider to retrieve. Must be a number in `[0, this.numColliders()[`.
* This index is **not** the same as the unique identifier of the collider.
*/
collider(i: number): Collider;
/**
* Sets whether this rigid-body is enabled or not.
*
* @param enabled - Set to `false` to disable this rigid-body and all its attached colliders.
*/
setEnabled(enabled: boolean): void;
/**
* Is this rigid-body enabled?
*/
isEnabled(): boolean;
/**
* The status of this rigid-body: static, dynamic, or kinematic.
*/
bodyType(): RigidBodyType;
/**
* Set a new status for this rigid-body: static, dynamic, or kinematic.
*/
setBodyType(type: RigidBodyType, wakeUp: boolean): void;
/**
* Is this rigid-body sleeping?
*/
isSleeping(): boolean;
/**
* Is the velocity of this rigid-body not zero?
*/
isMoving(): boolean;
/**
* Is this rigid-body static?
*/
isFixed(): boolean;
/**
* Is this rigid-body kinematic?
*/
isKinematic(): boolean;
/**
* Is this rigid-body dynamic?
*/
isDynamic(): boolean;
/**
* The linear damping coefficient of this rigid-body.
*/
linearDamping(): number;
/**
* The angular damping coefficient of this rigid-body.
*/
angularDamping(): number;
/**
* Sets the linear damping factor applied to this rigid-body.
*
* @param factor - The damping factor to set.
*/
setLinearDamping(factor: number): void;
/**
* Recompute the mass-properties of this rigid-bodies based on its currently attached colliders.
*/
recomputeMassPropertiesFromColliders(): void;
/**
* Sets the rigid-body's additional mass.
*
* The total angular inertia of the rigid-body will be scaled automatically based on this additional mass. If this
* scaling effect isn’t desired, use Self::additional_mass_properties instead of this method.
*
* This is only the "additional" mass because the total mass of the rigid-body is equal to the sum of this
* additional mass and the mass computed from the colliders (with non-zero densities) attached to this rigid-body.
*
* That total mass (which includes the attached colliders’ contributions) will be updated at the name physics step,
* or can be updated manually with `this.recomputeMassPropertiesFromColliders`.
*
* This will override any previous additional mass-properties set by `this.setAdditionalMass`,
* `this.setAdditionalMassProperties`, `RigidBodyDesc::setAdditionalMass`, or
* `RigidBodyDesc.setAdditionalMassfProperties` for this rigid-body.
*
* @param mass - The additional mass to set.
* @param wakeUp - If `true` then the rigid-body will be woken up if it was put to sleep because it did not move for a while.
*/
setAdditionalMass(mass: number, wakeUp: boolean): void;
/**
* Sets the rigid-body's additional mass-properties.
*
* This is only the "additional" mass-properties because the total mass-properties of the rigid-body is equal to the
* sum of this additional mass-properties and the mass computed from the colliders (with non-zero densities) attached
* to this rigid-body.
*
* That total mass-properties (which include the attached colliders’ contributions) will be updated at the name
* physics step, or can be updated manually with `this.recomputeMassPropertiesFromColliders`.
*
* This will override any previous mass-properties set by `this.setAdditionalMass`,
* `this.setAdditionalMassProperties`, `RigidBodyDesc.setAdditionalMass`, or `RigidBodyDesc.setAdditionalMassProperties`
* for this rigid-body.
*
* If `wake_up` is true then the rigid-body will be woken up if it was put to sleep because it did not move for a while.
*/
setAdditionalMassProperties(mass: number, centerOfMass: Vector, principalAngularInertia: number, wakeUp: boolean): void;
/**
* Sets the linear damping factor applied to this rigid-body.
*
* @param factor - The damping factor to set.
*/
setAngularDamping(factor: number): void;
/**
* Resets to zero the user forces (but not torques) applied to this rigid-body.
*
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
resetForces(wakeUp: boolean): void;
/**
* Resets to zero the user torques applied to this rigid-body.
*
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
resetTorques(wakeUp: boolean): void;
/**
* Adds a force at the center-of-mass of this rigid-body.
*
* @param force - the world-space force to add to the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
addForce(force: Vector, wakeUp: boolean): void;
/**
* Applies an impulse at the center-of-mass of this rigid-body.
*
* @param impulse - the world-space impulse to apply on the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
applyImpulse(impulse: Vector, wakeUp: boolean): void;
/**
* Adds a torque at the center-of-mass of this rigid-body.
*
* @param torque - the torque to add to the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
addTorque(torque: number, wakeUp: boolean): void;
/**
* Applies an impulsive torque at the center-of-mass of this rigid-body.
*
* @param torqueImpulse - the torque impulse to apply on the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
applyTorqueImpulse(torqueImpulse: number, wakeUp: boolean): void;
/**
* Adds a force at the given world-space point of this rigid-body.
*
* @param force - the world-space force to add to the rigid-body.
* @param point - the world-space point where the impulse is to be applied on the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
addForceAtPoint(force: Vector, point: Vector, wakeUp: boolean): void;
/**
* Applies an impulse at the given world-space point of this rigid-body.
*
* @param impulse - the world-space impulse to apply on the rigid-body.
* @param point - the world-space point where the impulse is to be applied on the rigid-body.
* @param wakeUp - should the rigid-body be automatically woken-up?
*/
applyImpulseAtPoint(impulse: Vector, point: Vector, wakeUp: boolean): void;
/**
* Retrieves the constant force(s) the user added to this rigid-body
* Returns zero if the rigid-body is not dynamic.
*/
userForce(): Vector;
/**
* Retrieves the constant torque(s) the user added to this rigid-body
* Returns zero if the rigid-body is not dynamic.
*/
userTorque(): number;
}
export declare class RigidBodyDesc {
enabled: boolean;
translation: Vector;
rotation: Rotation;
gravityScale: number;
mass: number;
massOnly: boolean;
centerOfMass: Vector;
translationsEnabledX: boolean;
translationsEnabledY: boolean;
linvel: Vector;
angvel: number;
principalAngularInertia: number;
rotationsEnabled: boolean;
linearDamping: number;
angularDamping: number;
status: RigidBodyType;
canSleep: boolean;
sleeping: boolean;
ccdEnabled: boolean;
softCcdPrediction: number;
dominanceGroup: number;
additionalSolverIterations: number;
userData?: unknown;
constructor(status: RigidBodyType);
/**
* A rigid-body descriptor used to build a dynamic rigid-body.
*/
static dynamic(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a position-based kinematic rigid-body.
*/
static kinematicPositionBased(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a velocity-based kinematic rigid-body.
*/
static kinematicVelocityBased(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a fixed rigid-body.
*/
static fixed(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a dynamic rigid-body.
*
* @deprecated The method has been renamed to `.dynamic()`.
*/
static newDynamic(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a position-based kinematic rigid-body.
*
* @deprecated The method has been renamed to `.kinematicPositionBased()`.
*/
static newKinematicPositionBased(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a velocity-based kinematic rigid-body.
*
* @deprecated The method has been renamed to `.kinematicVelocityBased()`.
*/
static newKinematicVelocityBased(): RigidBodyDesc;
/**
* A rigid-body descriptor used to build a fixed rigid-body.
*
* @deprecated The method has been renamed to `.fixed()`.
*/
static newStatic(): RigidBodyDesc;
setDominanceGroup(group: number): RigidBodyDesc;
/**
* Sets the number of additional solver iterations that will be run for this
* rigid-body and everything that interacts with it directly or indirectly
* through contacts or joints.
*
* Compared to increasing the global `World.numSolverIteration`, setting this
* value lets you increase accuracy on only a subset of the scene, resulting in reduced
* performance loss.
*
* @param iters - The new number of additional solver iterations (default: 0).
*/
setAdditionalSolverIterations(iters: number): RigidBodyDesc;
/**
* Sets whether the created rigid-body will be enabled or disabled.
* @param enabled − If set to `false` the rigid-body will be disabled at creation.
*/
setEnabled(enabled: boolean): RigidBodyDesc;
/**
* Sets the initial translation of the rigid-body to create.
*/
setTranslation(x: number, y: number): RigidBodyDesc;
/**
* Sets the initial rotation of the rigid-body to create.
*
* @param rot - The rotation to set.
*/
setRotation(rot: Rotation): RigidBodyDesc;
/**
* Sets the scale factor applied to the gravity affecting
* the rigid-body being built.
*
* @param scale - The scale factor. Set this to `0.0` if the rigid-body
* needs to ignore gravity.
*/
setGravityScale(scale: number): RigidBodyDesc;
/**
* Sets the initial mass of the rigid-body being built, before adding colliders' contributions.
*
* @param mass − The initial mass of the rigid-body to create.
*/
setAdditionalMass(mass: number): RigidBodyDesc;
/**
* Sets the initial linear velocity of the rigid-body to create.
*
* @param x - The linear velocity to set along the `x` axis.
* @param y - The linear velocity to set along the `y` axis.
*/
setLinvel(x: number, y: number): RigidBodyDesc;
/**
* Sets the initial angular velocity of the rigid-body to create.
*
* @param vel - The angular velocity to set.
*/
setAngvel(vel: number): RigidBodyDesc;
/**
* Sets the mass properties of the rigid-body being built.
*
* Note that the final mass properties of the rigid-bodies depends
* on the initial mass-properties of the rigid-body (set by this method)
* to which is added the contributions of all the colliders with non-zero density
* attached to this rigid-body.
*
* Therefore, if you want your provided mass properties to be the final
* mass properties of your rigid-body, don't attach colliders to it, or
* only attach colliders with densities equal to zero.
*
* @param mass − The initial mass of the rigid-body to create.
* @param centerOfMass − The initial center-of-mass of the rigid-body to create.
* @param principalAngularInertia − The initial principal angular inertia of the rigid-body to create.
*/
setAdditionalMassProperties(mass: number, centerOfMass: Vector, principalAngularInertia: number): RigidBodyDesc;
/**
* Allow translation of this rigid-body only along specific axes.
* @param translationsEnabledX - Are translations along the X axis enabled?
* @param translationsEnabledY - Are translations along the y axis enabled?
*/
enabledTranslations(translationsEnabledX: boolean, translationsEnabledY: boolean): RigidBodyDesc;
/**
* Allow translation of this rigid-body only along specific axes.
* @param translationsEnabledX - Are translations along the X axis enabled?
* @param translationsEnabledY - Are translations along the y axis enabled?
* @deprecated use `this.enabledTranslations` with the same arguments instead.
*/
restrictTranslations(translationsEnabledX: boolean, translationsEnabledY: boolean): RigidBodyDesc;
/**
* Locks all translations that would have resulted from forces on
* the created rigid-body.
*/
lockTranslations(): RigidBodyDesc;
/**
* Locks all rotations that would have resulted from forces on
* the created rigid-body.
*/
lockRotations(): RigidBodyDesc;
/**
* Sets the linear damping of the rigid-body to create.
*
* This will progressively slowdown the translational movement of the rigid-body.
*
* @param damping - The angular damping coefficient. Should be >= 0. The higher this
* value is, the stronger the translational slowdown will be.
*/
setLinearDamping(damping: number): RigidBodyDesc;
/**
* Sets the angular damping of the rigid-body to create.
*
* This will progressively slowdown the rotational movement of the rigid-body.
*
* @param damping - The angular damping coefficient. Should be >= 0. The higher this
* value is, the stronger the rotational slowdown will be.
*/
setAngularDamping(damping: number): RigidBodyDesc;
/**
* Sets whether or not the rigid-body to create can sleep.
*
* @param can - true if the rigid-body can sleep, false if it can't.
*/
setCanSleep(can: boolean): RigidBodyDesc;
/**
* Sets whether or not the rigid-body is to be created asleep.
*
* @param can - true if the rigid-body should be in sleep, default false.
*/
setSleeping(sleeping: boolean): RigidBodyDesc;
/**
* Sets whether Continuous Collision Detection (CCD) is enabled for this rigid-body.
*
* @param enabled - true if the rigid-body has CCD enabled.
*/
setCcdEnabled(enabled: boolean): RigidBodyDesc;
/**
* Sets the maximum prediction distance Soft Continuous Collision-Detection.
*
* When set to 0, soft-CCD is disabled. Soft-CCD helps prevent tunneling especially of
* slow-but-thin to moderately fast objects. The soft CCD prediction distance indicates how
* far in the object’s path the CCD algorithm is allowed to inspect. Large values can impact
* performance badly by increasing the work needed from the broad-phase.
*
* It is a generally cheaper variant of regular CCD (that can be enabled with
* `RigidBodyDesc::setCcdEnabled` since it relies on predictive constraints instead of
* shape-cast and substeps.
*/
setSoftCcdPrediction(distance: number): RigidBodyDesc;
/**
* Sets the user-defined object of this rigid-body.
*
* @param userData - The user-defined object to set.
*/
setUserData(data?: unknown): RigidBodyDesc;
}