@dimforge/rapier3d
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3-dimensional physics engine in Rust - official JS bindings.
55 lines (50 loc) • 2.18 kB
text/typescript
import {RigidBodyHandle} from "../dynamics";
import {ColliderHandle} from "../geometry";
export enum ActiveHooks {
NONE = 0,
FILTER_CONTACT_PAIRS = 0b0001,
FILTER_INTERSECTION_PAIRS = 0b0010,
// MODIFY_SOLVER_CONTACTS = 0b0100, /* Not supported yet in JS. */
}
export enum SolverFlags {
EMPTY = 0b000,
COMPUTE_IMPULSE = 0b001,
}
export interface PhysicsHooks {
/**
* Function that determines if contacts computation should happen between two colliders, and how the
* constraints solver should behave for these contacts.
*
* This will only be executed and taken into account if at least one of the involved colliders contains the
* `ActiveHooks.FILTER_CONTACT_PAIR` flag in its active hooks.
*
* @param collider1 − Handle of the first collider involved in the potential contact.
* @param collider2 − Handle of the second collider involved in the potential contact.
* @param body1 − Handle of the first body involved in the potential contact.
* @param body2 − Handle of the second body involved in the potential contact.
*/
filterContactPair(
collider1: ColliderHandle,
collider2: ColliderHandle,
body1: RigidBodyHandle,
body2: RigidBodyHandle,
): SolverFlags | null;
/**
* Function that determines if intersection computation should happen between two colliders (where at least
* one is a sensor).
*
* This will only be executed and taken into account if `one of the involved colliders contains the
* `ActiveHooks.FILTER_INTERSECTION_PAIR` flag in its active hooks.
*
* @param collider1 − Handle of the first collider involved in the potential contact.
* @param collider2 − Handle of the second collider involved in the potential contact.
* @param body1 − Handle of the first body involved in the potential contact.
* @param body2 − Handle of the second body involved in the potential contact.
*/
filterIntersectionPair(
collider1: ColliderHandle,
collider2: ColliderHandle,
body1: RigidBodyHandle,
body2: RigidBodyHandle,
): boolean;
}