import { ObjectN, TransformN } from '@holotope/core'; import { RigidBody4 } from './rigid-body4.js'; /** * Interpolates a simulated 4D rigid-body pose onto an ObjectN scene node. * * The binding stores two simulation snapshots. Call `capture()` after every * fixed physics step, then call `apply(alpha)` before the scene's single * `updateWorld()` traversal. `alpha=0` selects the previous snapshot and * `alpha=1` the current one. * * Body poses are world-space. If the target node is parented, `apply()` * converts the interpolated pose through the parent's current world transform * so hierarchy composition reconstructs the body pose exactly. */ export declare class RigidBodyObject4Binding { readonly body: RigidBody4; readonly object: ObjectN; private previousPosition; private currentPosition; private previousRotation; private currentRotation; constructor(body: RigidBody4, object: ObjectN); /** Records the body's current pose as the next fixed-step snapshot. */ capture(): this; /** * Discards interpolation history after a teleport/reset and records the * current body pose in both snapshots. */ snap(): this; /** Returns the interpolated body pose in world coordinates. */ poseAt(alpha?: number): TransformN; /** * Writes the interpolated pose to `object.local`. The caller remains * responsible for the usual once-per-frame root `updateWorld()` traversal. */ apply(alpha?: number): this; } //# sourceMappingURL=object-binding4.d.ts.map