import { type Quaternion, type Vector3 } from "../Maths/math.vector.js"; import { type PhysicsShape } from "./v2/physicsShape.js"; import { type PhysicsBody } from "./v2/physicsBody.js"; /** * Shape cast query */ export interface IPhysicsShapeCastQuery { /** * The shape to query with */ shape: PhysicsShape; /** * The rotation of the shape */ rotation: Quaternion; /** * The start position of the query */ startPosition: Vector3; /** * The end position of the query */ endPosition: Vector3; /** * Should trigger collisions be considered in the query? */ shouldHitTriggers: boolean; /** * Ignores the body passed if it is in the query */ ignoreBody?: PhysicsBody; }