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playcanvas

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PlayCanvas WebGL game engine

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/** * Rigid body has infinite mass and cannot move. * * @category Physics */ const BODYTYPE_STATIC = 'static'; /** * Rigid body is simulated according to applied forces. * * @category Physics */ const BODYTYPE_DYNAMIC = 'dynamic'; /** * Rigid body has infinite mass and does not respond to forces but can still be moved by setting * their velocity or position. * * @category Physics */ const BODYTYPE_KINEMATIC = 'kinematic'; // Collision flags const BODYFLAG_STATIC_OBJECT = 1; const BODYFLAG_KINEMATIC_OBJECT = 2; const BODYFLAG_NORESPONSE_OBJECT = 4; // Activation states const BODYSTATE_ACTIVE_TAG = 1; const BODYSTATE_ISLAND_SLEEPING = 2; const BODYSTATE_WANTS_DEACTIVATION = 3; const BODYSTATE_DISABLE_DEACTIVATION = 4; const BODYSTATE_DISABLE_SIMULATION = 5; // groups const BODYGROUP_NONE = 0; const BODYGROUP_DEFAULT = 1; const BODYGROUP_DYNAMIC = 1; const BODYGROUP_STATIC = 2; const BODYGROUP_KINEMATIC = 4; const BODYGROUP_ENGINE_1 = 8; const BODYGROUP_TRIGGER = 16; const BODYGROUP_ENGINE_2 = 32; const BODYGROUP_ENGINE_3 = 64; const BODYGROUP_USER_1 = 128; const BODYGROUP_USER_2 = 256; const BODYGROUP_USER_3 = 512; const BODYGROUP_USER_4 = 1024; const BODYGROUP_USER_5 = 2048; const BODYGROUP_USER_6 = 4096; const BODYGROUP_USER_7 = 8192; const BODYGROUP_USER_8 = 16384; // masks const BODYMASK_NONE = 0; const BODYMASK_ALL = 65535; const BODYMASK_STATIC = 2; const BODYMASK_NOT_STATIC = 65535 ^ 2; const BODYMASK_NOT_STATIC_KINEMATIC = 65535 ^ (2 | 4); export { BODYFLAG_KINEMATIC_OBJECT, BODYFLAG_NORESPONSE_OBJECT, BODYFLAG_STATIC_OBJECT, BODYGROUP_DEFAULT, BODYGROUP_DYNAMIC, BODYGROUP_ENGINE_1, BODYGROUP_ENGINE_2, BODYGROUP_ENGINE_3, BODYGROUP_KINEMATIC, BODYGROUP_NONE, BODYGROUP_STATIC, BODYGROUP_TRIGGER, BODYGROUP_USER_1, BODYGROUP_USER_2, BODYGROUP_USER_3, BODYGROUP_USER_4, BODYGROUP_USER_5, BODYGROUP_USER_6, BODYGROUP_USER_7, BODYGROUP_USER_8, BODYMASK_ALL, BODYMASK_NONE, BODYMASK_NOT_STATIC, BODYMASK_NOT_STATIC_KINEMATIC, BODYMASK_STATIC, BODYSTATE_ACTIVE_TAG, BODYSTATE_DISABLE_DEACTIVATION, BODYSTATE_DISABLE_SIMULATION, BODYSTATE_ISLAND_SLEEPING, BODYSTATE_WANTS_DEACTIVATION, BODYTYPE_DYNAMIC, BODYTYPE_KINEMATIC, BODYTYPE_STATIC };