playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
62 lines (61 loc) • 2.01 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
class PhysicsJoint {
constructor() {
/**
* The backend-native constraint object - btTypedConstraint when the Ammo backend is
* active, null otherwise. Surfaced by JointComponent#constraint.
*
* @type {object|null}
*/
__publicField(this, "nativeJoint", null);
}
/**
* Applies the limit-related settings for the joint's type.
*
* @param {PhysicsJointSettings} settings - The joint parameter bag.
* @returns {boolean} True if the joint's type supports limits and they were applied.
*/
updateLimits(settings) {
return false;
}
/**
* Applies the motor-related settings for the joint's type.
*
* @param {PhysicsJointSettings} settings - The joint parameter bag.
* @returns {boolean} True if the joint's type supports a motor and it was applied.
*/
updateMotor(settings) {
return false;
}
/**
* Applies the spring-related settings for the joint's type.
*
* @param {PhysicsJointSettings} settings - The joint parameter bag.
* @returns {boolean} True if the joint's type supports springs and they were applied.
*/
updateSpring(settings) {
return false;
}
/**
* Sets the impulse threshold above which the joint breaks. Infinity makes the joint
* unbreakable.
*
* @param {number} impulse - The break impulse threshold.
*/
setBreakImpulse(impulse) {
}
/**
* Returns whether the joint broke during simulation, or null when the backend cannot
* determine it - the caller then falls back to its own heuristic.
*
* @returns {boolean|null} True if broken, false if intact, null if undeterminable.
*/
isBroken() {
return false;
}
}
export {
PhysicsJoint
};