import { type Quaternion, type Vector3 } from "../Maths/math.vector.js"; import { type PhysicsShape } from "./v2/physicsShape.js"; import { type PhysicsBody } from "./v2/physicsBody.js"; /** * Query for shape proximity. */ export interface IPhysicsShapeProximityCastQuery { /** * The shape to test proximity against */ shape: PhysicsShape; /** * The position of shape */ position: Vector3; /** * The rotation of shape */ rotation: Quaternion; /** * Maximum distance to check for collisions. Can be set to 0 to check for overlaps. */ maxDistance: number; /** * Should trigger collisions be considered in the query? */ shouldHitTriggers: boolean; /** * Ignores the body passed if it is in the query */ ignoreBody?: PhysicsBody; }