angular-three-rapier
Version:
Physics Rapier for Angular Three
60 lines (59 loc) • 2.89 kB
TypeScript
import { TemplateRef } from '@angular/core';
import RAPIER from '@dimforge/rapier3d-compat';
import { NgtrColliderStateMap, NgtrEventMap, NgtrPhysicsOptions, NgtrRigidBodyStateMap } from './types';
import * as i0 from "@angular/core";
export declare class NgtrPhysicsFallback {
static ngTemplateContextGuard(_: NgtrPhysicsFallback, ctx: unknown): ctx is {
error: string;
};
static ɵfac: i0.ɵɵFactoryDeclaration<NgtrPhysicsFallback, never>;
static ɵdir: i0.ɵɵDirectiveDeclaration<NgtrPhysicsFallback, "ng-template[rapierFallback]", never, {}, {}, never, never, true, never>;
}
export declare class NgtrPhysics {
options: import("@angular/core").InputSignalWithTransform<NgtrPhysicsOptions, "" | Partial<NgtrPhysicsOptions>>;
content: import("@angular/core").Signal<TemplateRef<any>>;
fallbackContent: import("@angular/core").Signal<TemplateRef<any> | undefined>;
protected updatePriority: import("@angular/core").Signal<number | undefined>;
protected updateLoop: import("@angular/core").Signal<"follow" | "independent">;
private numSolverIterations;
private numAdditionalFrictionIterations;
private numInternalPgsIterations;
private allowedLinearError;
private minIslandSize;
private maxCcdSubsteps;
private predictionDistance;
private contactNaturalFrequency;
private lengthUnit;
private timeStep;
private interpolate;
paused: import("@angular/core").Signal<boolean>;
debug: import("@angular/core").Signal<boolean>;
colliders: import("@angular/core").Signal<import("angular-three-rapier").NgtrRigidBodyAutoCollider | undefined>;
private vGravity;
private store;
protected rapierConstruct: import("@angular/core").WritableSignal<typeof RAPIER | null>;
protected rapierError: import("@angular/core").WritableSignal<string | null>;
rapier: import("@angular/core").Signal<typeof RAPIER | null>;
ready: import("@angular/core").Signal<boolean>;
worldSingleton: import("@angular/core").Signal<{
proxy: RAPIER.World;
reset: () => void;
set: (newInstance: RAPIER.World) => void;
} | null>;
rigidBodyStates: NgtrRigidBodyStateMap;
colliderStates: NgtrColliderStateMap;
rigidBodyEvents: NgtrEventMap;
colliderEvents: NgtrEventMap;
private beforeStepCallbacks;
private afterStepCallbacks;
private eventQueue;
private steppingState;
constructor();
step(delta: number): void;
private updateWorldEffect;
private internalStep;
private getSourceFromColliderHandle;
private getCollisionPayloadFromSource;
static ɵfac: i0.ɵɵFactoryDeclaration<NgtrPhysics, never>;
static ɵcmp: i0.ɵɵComponentDeclaration<NgtrPhysics, "ngtr-physics", never, { "options": { "alias": "options"; "required": false; "isSignal": true; }; }, {}, ["content", "fallbackContent"], never, true, never>;
}