playcanvas
Version:
PlayCanvas WebGL game engine
56 lines (54 loc) • 2.17 kB
JavaScript
/**
* Rigid body has infinite mass and cannot move.
*
* @type {string}
* @category Physics
*/ var BODYTYPE_STATIC = 'static';
/**
* Rigid body is simulated according to applied forces.
*
* @type {string}
* @category Physics
*/ var 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.
*
* @type {string}
* @category Physics
*/ var BODYTYPE_KINEMATIC = 'kinematic';
// Collision flags
var BODYFLAG_STATIC_OBJECT = 1;
var BODYFLAG_KINEMATIC_OBJECT = 2;
var BODYFLAG_NORESPONSE_OBJECT = 4;
// Activation states
var BODYSTATE_ACTIVE_TAG = 1;
var BODYSTATE_ISLAND_SLEEPING = 2;
var BODYSTATE_WANTS_DEACTIVATION = 3;
var BODYSTATE_DISABLE_DEACTIVATION = 4;
var BODYSTATE_DISABLE_SIMULATION = 5;
// groups
var BODYGROUP_NONE = 0;
var BODYGROUP_DEFAULT = 1;
var BODYGROUP_DYNAMIC = 1;
var BODYGROUP_STATIC = 2;
var BODYGROUP_KINEMATIC = 4;
var BODYGROUP_ENGINE_1 = 8;
var BODYGROUP_TRIGGER = 16;
var BODYGROUP_ENGINE_2 = 32;
var BODYGROUP_ENGINE_3 = 64;
var BODYGROUP_USER_1 = 128;
var BODYGROUP_USER_2 = 256;
var BODYGROUP_USER_3 = 512;
var BODYGROUP_USER_4 = 1024;
var BODYGROUP_USER_5 = 2048;
var BODYGROUP_USER_6 = 4096;
var BODYGROUP_USER_7 = 8192;
var BODYGROUP_USER_8 = 16384;
// masks
var BODYMASK_NONE = 0;
var BODYMASK_ALL = 65535;
var BODYMASK_STATIC = 2;
var BODYMASK_NOT_STATIC = 65535 ^ 2;
var 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 };