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lingo3d

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Lingo3D is a React/Vue 3d game development framework that ships with a complete visual editor

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import { Object3D } from "three"; import IPhysicsObjectManager, { PhysicsOptions } from "../../interface/IPhysicsObjectManager"; import Nullable from "../../interface/utils/Nullable"; import MeshAppendable from "./MeshAppendable"; import VisibleObjectManager from "./VisibleObjectManager"; import JointBase from "./JointBase"; export default class PhysicsObjectManager<T extends Object3D = Object3D> extends VisibleObjectManager<T> implements IPhysicsObjectManager { $actor?: any; $capsuleHeight?: number; $controller?: any; $convexGeometry?: any; private _mass?; get mass(): number; set mass(val: number); gravity: Nullable<boolean>; get velocityX(): number; set velocityX(val: number); get velocityY(): number; set velocityY(val: number); get velocityZ(): number; set velocityZ(val: number); addForce(x: number, y: number, z: number): void; addLocalForceAtPos(x: number, y: number, z: number, posX?: number, posY?: number, posZ?: number): void; addLocalForceAtLocalPos(x: number, y: number, z: number, posX?: number, posY?: number, posZ?: number): void; addTorque(x: number, y: number, z: number): void; private _joints?; get $joints(): Set<JointBase>; $initActor(actor: any): any; protected disposeNode(): void; $getPxShape(_: PhysicsOptions, actor: any): any; private _physics?; get physics(): PhysicsOptions; set physics(val: PhysicsOptions); private _jointCount?; get $jointCount(): number; set $jointCount(val: number); hitTest(target: MeshAppendable | PhysicsObjectManager): any; }