import { LiteCollider } from "./LiteCollider"; import { IDynamicCollider } from "@galacean/engine-design"; import { Quaternion, Vector3 } from "@galacean/engine"; import { LitePhysics } from "./LitePhysics"; /** * A dynamic collider can act with self-defined movement or physical force */ export declare class LiteDynamicCollider extends LiteCollider implements IDynamicCollider { /** * Initialize dynamic actor. * @param position - The global position * @param rotation - The global rotation */ constructor(litePhysics: LitePhysics, position: Vector3, rotation: Quaternion); /** * {@inheritDoc IDynamicCollider.getInertiaTensor } */ getInertiaTensor(out: Vector3): Vector3; /** * {@inheritDoc IDynamicCollider.getCenterOfMass } */ getCenterOfMass(out: Vector3): Vector3; /** * {@inheritDoc IDynamicCollider.setMassAndUpdateInertia } */ setMassAndUpdateInertia(mass: number): void; /** * {@inheritDoc IDynamicCollider.addForce } */ addForce(force: Vector3): void; /** * {@inheritDoc IDynamicCollider.addTorque } */ addTorque(torque: Vector3): void; /** * {@inheritDoc IDynamicCollider.move } */ move(positionOrRotation: Vector3 | Quaternion, rotation?: Quaternion): void; /** * {@inheritDoc IDynamicCollider.sleep } */ sleep(): void; /** * {@inheritDoc IDynamicCollider.isSleeping } */ isSleeping(): boolean; /** * {@inheritDoc IDynamicCollider.setAngularDamping } */ setAngularDamping(value: number): void; /** * {@inheritDoc IDynamicCollider.getAngularVelocity } */ getAngularVelocity(out: Vector3): Vector3; /** * {@inheritDoc IDynamicCollider.setAngularVelocity } */ setAngularVelocity(value: Vector3): void; /** * {@inheritDoc IDynamicCollider.setCenterOfMass } */ setCenterOfMass(value: Vector3): void; /** * {@inheritDoc IDynamicCollider.setCollisionDetectionMode } */ setCollisionDetectionMode(value: number): void; /** * {@inheritDoc IDynamicCollider.setConstraints } */ setConstraints(flags: number): void; /** * {@inheritDoc IDynamicCollider.setInertiaTensor } */ setInertiaTensor(value: Vector3): void; /** * {@inheritDoc IDynamicCollider.setUseGravity } */ setUseGravity(value: boolean): void; /** * {@inheritDoc IDynamicCollider.setIsKinematic } */ setIsKinematic(value: boolean): void; /** * {@inheritDoc IDynamicCollider.setLinearDamping } */ setLinearDamping(value: number): void; /** * {@inheritDoc IDynamicCollider.getLinearVelocity } */ getLinearVelocity(out: Vector3): Vector3; /** * {@inheritDoc IDynamicCollider.setLinearVelocity } */ setLinearVelocity(value: Vector3): void; /** * {@inheritDoc IDynamicCollider.setMass } */ setMass(value: number): void; /** * {@inheritDoc IDynamicCollider.setMaxAngularVelocity } */ setMaxAngularVelocity(value: number): void; /** * {@inheritDoc IDynamicCollider.setMaxDepenetrationVelocity } */ setMaxDepenetrationVelocity(value: number): void; /** * {@inheritDoc IDynamicCollider.setSleepThreshold } */ setSleepThreshold(value: number): void; /** * {@inheritDoc IDynamicCollider.setSolverIterations } */ setSolverIterations(value: number): void; /** * {@inheritDoc IDynamicCollider.wakeUp } */ wakeUp(): void; }