the-world-engine
Version:
three.js based, unity like game engine for browser
48 lines (39 loc) • 1.97 kB
JavaScript
import { angularSleepTolerance, baumgarte, BodyDef, BodyType, ContactListener, Filter, FixtureDef, linearSleepTolerance, MassData, maxAngularCorrection, maxLinearCorrection, maxRotation, maxTranslation, PolygonShape, timeToSleep, toiBaumgarte, Vec2, World, WorldManifold } from "../../../box2d.ts/build/index";
import { CollisionLayerMaskConverter } from "../CollisionLayerMaskConverter";
import { Collision2D } from "./Collision2D";
import { Collision2DPool } from "./Collision2DPool";
import { CollisionEventPool, TriggerEventPool } from "./EventPool";
import { PhysicsObject2D } from "./PhysicsObject2D";
import { RayCastFilterCallback } from "./RayCastFilterCallback";
import { RaycastHit2D } from "./RaycastHit2D";
import { RayCastOneCallback } from "./RayCastOneCallback";
export class Physics2DLoader {
static angularSleepTolerance=angularSleepTolerance;
static baumgarte=baumgarte;
static linearSleepTolerance=linearSleepTolerance;
static maxAngularCorrection=maxAngularCorrection;
static maxLinearCorrection=maxLinearCorrection;
static maxRotation=maxRotation;
static maxTranslation=maxTranslation;
static timeToSleep=timeToSleep;
static toiBaumgarte=toiBaumgarte;
static BodyType=BodyType;
static BodyDef=BodyDef;
static ContactListener=ContactListener;
static FixtureDef=FixtureDef;
static Filter=Filter;
static MassData=MassData;
static PolygonShape=PolygonShape;
static WorldManifold=WorldManifold;
static World=World;
static Vec2=Vec2;
static Collision2DPool=Collision2DPool;
static Collision2D=Collision2D;
static CollisionLayerMaskConverter=CollisionLayerMaskConverter;
static PhysicsObject2D=PhysicsObject2D;
static TriggerEventPool=TriggerEventPool;
static CollisionEventPool=CollisionEventPool;
static RaycastHit2D=RaycastHit2D;
static RayCastOneCallback=RayCastOneCallback;
static RayCastFilterCallback=RayCastFilterCallback;
}