@dimforge/rapier2d
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2-dimensional physics engine in Rust - official JS bindings.
130 lines (129 loc) • 5.95 kB
TypeScript
import { RawNarrowPhase, RawContactManifold } from "../raw";
import { ColliderHandle } from "./collider";
import { RigidBodySet } from "../dynamics";
import { Vector } from "../math";
/**
* The narrow-phase used for precise collision-detection.
*
* To avoid leaking WASM resources, this MUST be freed manually with `narrowPhase.free()`
* once you are done using it.
*/
export declare class NarrowPhase {
raw: RawNarrowPhase;
tempManifold: TempContactManifold;
/**
* Release the WASM memory occupied by this narrow-phase.
*/
free(): void;
constructor(raw?: RawNarrowPhase);
/**
* Enumerates all the colliders potentially in contact with the given collider.
*
* @param collider1 - The second collider involved in the contact.
* @param f - Closure that will be called on each collider that is in contact with `collider1`.
*/
contactPairsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void;
/**
* Enumerates all the colliders intersecting the given colliders, assuming one of them
* is a sensor.
*/
intersectionPairsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void;
/**
* Iterates through all the contact manifolds between the given pair of colliders.
*
* @param collider1 - The first collider involved in the contact.
* @param collider2 - The second collider involved in the contact.
* @param bodies - The set of rigid-bodies the colliders are attached to. Solver contacts are
* anchored in body-local space, so this is needed to read them back in world-space.
* @param f - Closure that will be called on each contact manifold between the two colliders. If the second argument
* passed to this closure is `true`, then the contact manifold data is flipped, i.e., methods like `localNormal1`
* actually apply to the `collider2` and fields like `localNormal2` apply to the `collider1`.
*/
contactPair(collider1: ColliderHandle, collider2: ColliderHandle, bodies: RigidBodySet, f: (manifold: TempContactManifold, flipped: boolean) => void): void;
/**
* Returns `true` if `collider1` and `collider2` intersect and at least one of them is a sensor.
* @param collider1 − The first collider involved in the intersection.
* @param collider2 − The second collider involved in the intersection.
*/
intersectionPair(collider1: ColliderHandle, collider2: ColliderHandle): boolean;
}
export declare class TempContactManifold {
raw: RawContactManifold;
/** The bodies the manifold's solver contacts are anchored to. */
bodies: RigidBodySet;
free(): void;
constructor(raw: RawContactManifold, bodies?: RigidBodySet);
/**
* The contact normal of the manifold, expressed in world-space.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
normal(target?: Vector): Vector;
/**
* The contact normal of the manifold, expressed in the local-space of the first shape.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localNormal1(target?: Vector): Vector;
/**
* The contact normal of the manifold, expressed in the local-space of the second shape.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localNormal2(target?: Vector): Vector;
subshape1(): number;
subshape2(): number;
numContacts(): number;
/**
* The local-space contact point on the first shape, for the `i`-th contact.
*
* @param {number} i - The index of the contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localContactPoint1(i: number, target?: Vector): Vector | null;
/**
* The local-space contact point on the second shape, for the `i`-th contact.
*
* @param {number} i - The index of the contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localContactPoint2(i: number, target?: Vector): Vector | null;
contactDist(i: number): number;
contactFid1(i: number): number;
contactFid2(i: number): number;
contactImpulse(i: number): number;
contactTangentImpulse(i: number): number;
numSolverContacts(): number;
/**
* The world-space position of the `i`-th solver contact point.
*
* @param {number} i - The index of the solver contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
solverContactPoint(i: number, target?: Vector): Vector | null;
solverContactDist(i: number): number;
/**
* The friction coefficient applied to this manifold's solver contacts. It is combined
* once per manifold, so every solver contact of this manifold shares it.
*/
friction(): number;
/**
* The restitution coefficient applied to this manifold's solver contacts. It is
* combined once per manifold, so every solver contact of this manifold shares it.
*/
restitution(): number;
/**
* The tangent (surface) velocity of the `i`-th solver contact point.
*
* @param {number} i - The index of the solver contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
solverContactTangentVelocity(i: number, target?: Vector): Vector;
}