import { RawBroadPhase, RawCCDSolver, RawColliderSet, RawDeserializedWorld, RawIntegrationParameters, RawIslandManager, RawJointSet, RawNarrowPhase, RawPhysicsPipeline, RawQueryPipeline, RawRigidBodySet, RawSerializationPipeline } from "../raw"; import { BroadPhase, Collider, ColliderDesc, ColliderHandle, ColliderSet, InteractionGroups, NarrowPhase, PointColliderProjection, Ray, RayColliderIntersection, RayColliderToi, Shape, ShapeColliderTOI, TempContactManifold } from "../geometry"; import { CCDSolver, IntegrationParameters, IslandManager, Joint, JointHandle, JointParams, JointSet, RigidBody, RigidBodyDesc, RigidBodyHandle, RigidBodySet } from "../dynamics"; import { Rotation, Vector } from "../math"; import { PhysicsPipeline } from "./physics_pipeline"; import { QueryPipeline } from "./query_pipeline"; import { SerializationPipeline } from "./serialization_pipeline"; import { EventQueue } from "./event_queue"; import { PhysicsHooks } from "./physics_hooks"; /** * The physics world. * * This contains all the data-structures necessary for creating and simulating * bodies with contacts, joints, and external forces. */ export declare class World { gravity: Vector; integrationParameters: IntegrationParameters; islands: IslandManager; broadPhase: BroadPhase; narrowPhase: NarrowPhase; bodies: RigidBodySet; colliders: ColliderSet; joints: JointSet; ccdSolver: CCDSolver; queryPipeline: QueryPipeline; physicsPipeline: PhysicsPipeline; serializationPipeline: SerializationPipeline; /** * Release the WASM memory occupied by this physics world. * * All the fields of this physics world will be freed as well, * so there is no need to call their `.free()` methods individually. */ free(): void; constructor(gravity: Vector, rawIntegrationParameters?: RawIntegrationParameters, rawIslands?: RawIslandManager, rawBroadPhase?: RawBroadPhase, rawNarrowPhase?: RawNarrowPhase, rawBodies?: RawRigidBodySet, rawColliders?: RawColliderSet, rawJoints?: RawJointSet, rawCCDSolver?: RawCCDSolver, rawQueryPipeline?: RawQueryPipeline, rawPhysicsPipeline?: RawPhysicsPipeline, rawSerializationPipeline?: RawSerializationPipeline); static fromRaw(raw: RawDeserializedWorld): World; /** * Takes a snapshot of this world. * * Use `World.restoreSnapshot` to create a new physics world with a state identical to * the state when `.takeSnapshot()` is called. */ takeSnapshot(): Uint8Array; /** * Creates a new physics world from a snapshot. * * This new physics world will be an identical copy of the snapshoted physics world. */ static restoreSnapshot(data: Uint8Array): World; /** * Advance the simulation by one time step. * * All events generated by the physics engine are ignored. * * @param EventQueue - (optional) structure responsible for collecting * events generated by the physics engine. */ step(eventQueue?: EventQueue, hooks?: PhysicsHooks): void; /** * The current simulation timestep. */ get timestep(): number; /** * Sets the new simulation timestep. * * The simulation timestep governs by how much the physics state of the world will * be integrated. A simulation timestep should: * - be as small as possible. Typical values evolve around 0.016 (assuming the chosen unit is milliseconds, * corresponds to the time between two frames of a game running at 60FPS). * - not vary too much during the course of the simulation. A timestep with large variations may * cause instabilities in the simulation. * * @param timestep - The timestep length, in milliseconds. */ set timestep(dt: number); /** * The maximum velocity iterations the velocity-based force constraint solver can make. */ get maxVelocityIterations(): number; /** * Sets the maximum number of velocity iterations (default: 4). * * The greater this value is, the most rigid and realistic the physics simulation will be. * However a greater number of iterations is more computationally intensive. * * @param niter - The new maximum number of velocity iterations. */ set maxVelocityIterations(niter: number); /** * The maximum position iterations the position-based constraint regularization solver can make. */ get maxPositionIterations(): number; /** * Sets the maximum number of position iterations (default: 1). * * The greater this value is, the less penetrations will be visible after one timestep where * the velocity solver did not converge entirely. Large values will degrade significantly * the performance of the simulation. * * To increase realism of the simulation it is recommended, more efficient, and more effecive, * to increase the number of velocity iterations instead of this number of position iterations. * * @param niter - The new maximum number of position iterations. */ set maxPositionIterations(niter: number); /** * Creates a new rigid-body from the given rigd-body descriptior. * * @param body - The description of the rigid-body to create. */ createRigidBody(body: RigidBodyDesc): RigidBody; /** * Creates a new collider. * * @param desc - The description of the collider. * @param parentHandle - The handle of the rigid-body this collider is attached to. */ createCollider(desc: ColliderDesc, parentHandle?: RigidBodyHandle): Collider; /** * Creates a new joint from the given joint descriptior. * * @param joint - The description of the joint to create. * @param parent1 - The first rigid-body attached to this joint. * @param parent2 - The second rigid-body attached to this joint. */ createJoint(params: JointParams, parent1: RigidBody, parent2: RigidBody): Joint; /** * Retrieves a rigid-body from its handle. * * @param handle - The integer handle of the rigid-body to retrieve. */ getRigidBody(handle: RigidBodyHandle): RigidBody; /** * Retrieves a collider from its handle. * * @param handle - The integer handle of the collider to retrieve. */ getCollider(handle: ColliderHandle): Collider; /** * Retrieves a joint from its handle. * * @param handle - The integer handle of the rigid-body to retrieve. */ getJoint(handle: JointHandle): Joint; /** * Removes the given rigid-body from this physics world. * * This will remove this rigid-body as well as all its attached colliders and joints. * Every other bodies touching or attached by joints to this rigid-body will be woken-up. * * @param body - The rigid-body to remove. */ removeRigidBody(body: RigidBody): void; /** * Removes the given collider from this physics world. * * @param collider - The collider to remove. * @param wakeUp - If set to `true`, the rigid-body this collider is attached to will be awaken. */ removeCollider(collider: Collider, wakeUp: boolean): void; /** * Removes the given joint from this physics world. * * @param joint - The joint to remove. * @param wakeUp - If set to `true`, the rigid-bodies attached by this joint will be awaken. */ removeJoint(joint: Joint, wakeUp: boolean): void; /** * Applies the given closure to each collider managed by this physics world. * * @param f(collider) - The function to apply to each collider managed by this physics world. Called as `f(collider)`. */ forEachCollider(f: (collider: Collider) => void): void; /** * Applies the given closure to the integer handle of each collider managed by this physics world. * * @param f(handle) - The function to apply to the integer handle of each collider managed by this physics world. Called as `f(collider)`. */ forEachColliderHandle(f: (handle: ColliderHandle) => void): void; /** * Applies the given closure to each rigid-body managed by this physics world. * * @param f(body) - The function to apply to each rigid-body managed by this physics world. Called as `f(collider)`. */ forEachRigidBody(f: (body: RigidBody) => void): void; /** * Applies the given closure to the integer handle of each rigid-body managed by this physics world. * * @param f(handle) - The function to apply to the integer handle of each rigid-body managed by this physics world. Called as `f(collider)`. */ forEachRigidBodyHandle(f: (handle: RigidBodyHandle) => void): void; /** * Applies the given closure to each active rigid-body managed by this physics world. * * After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by * the physics engine in order to save computational power. A sleeping rigid-body never moves * unless it is moved manually by the user. * * @param f - The function to apply to each active rigid-body managed by this physics world. Called as `f(collider)`. */ forEachActiveRigidBody(f: (body: RigidBody) => void): void; /** * Applies the given closure to the integer handle of each active rigid-body * managed by this physics world. * * After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by * the physics engine in order to save computational power. A sleeping rigid-body never moves * unless it is moved manually by the user. * * @param f(handle) - The function to apply to the integer handle of each active rigid-body managed by this * physics world. Called as `f(collider)`. */ forEachActiveRigidBodyHandle(f: (handle: RigidBodyHandle) => void): void; /** * Find the closest intersection between a ray and the physics world. * * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. */ castRay(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups): RayColliderToi | null; /** * Find the closest intersection between a ray and the physics world. * * This also computes the normal at the hit point. * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. */ castRayAndGetNormal(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups): RayColliderIntersection | null; /** * Cast a ray and collects all the intersections between a ray and the scene. * * @param ray - The ray to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the length of the ray to `ray.dir.norm() * maxToi`. * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain, * whereas `false` implies that all shapes are hollow for this ray-cast. * @param groups - Used to filter the colliders that can or cannot be hit by the ray. * @param callback - The callback called once per hit (in no particular order) between a ray and a collider. * If this callback returns `false`, then the cast will stop and no further hits will be detected/reported. */ intersectionsWithRay(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, callback: (intersect: RayColliderIntersection) => boolean): void; /** * Gets the handle of up to one collider intersecting the given shape. * * @param shapePos - The position of the shape used for the intersection test. * @param shapeRot - The orientation of the shape used for the intersection test. * @param shape - The shape used for the intersection test. * @param groups - The bit groups and filter associated to the ray, in order to only * hit the colliders with collision groups compatible with the ray's group. */ intersectionWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups): ColliderHandle | null; /** * Find the projection of a point on the closest collider. * * @param point - The point to project. * @param solid - If this is set to `true` then the collider shapes are considered to * be plain (if the point is located inside of a plain shape, its projection is the point * itself). If it is set to `false` the collider shapes are considered to be hollow * (if the point is located inside of an hollow shape, it is projected on the shape's * boundary). * @param groups - The bit groups and filter associated to the point to project, in order to only * project on colliders with collision groups compatible with the ray's group. */ projectPoint(point: Vector, solid: boolean, groups: InteractionGroups): PointColliderProjection | null; /** * Find all the colliders containing the given point. * * @param point - The point used for the containment test. * @param groups - The bit groups and filter associated to the point to test, in order to only * test on colliders with collision groups compatible with the ray's group. * @param callback - A function called with the handles of each collider with a shape * containing the `point`. */ intersectionsWithPoint(point: Vector, groups: InteractionGroups, callback: (handle: ColliderHandle) => boolean): void; /** * Casts a shape at a constant linear velocity and retrieve the first collider it hits. * This is similar to ray-casting except that we are casting a whole shape instead of * just a point (the ray origin). * * @param shapePos - The initial position of the shape to cast. * @param shapeRot - The initial rotation of the shape to cast. * @param shapeVel - The constant velocity of the shape to cast (i.e. the cast direction). * @param shape - The shape to cast. * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively * limits the distance traveled by the shape to `shapeVel.norm() * maxToi`. * @param groups - The bit groups and filter associated to the shape to cast, in order to only * test on colliders with collision groups compatible with this group. */ castShape(shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, groups: InteractionGroups): ShapeColliderTOI | null; /** * Retrieve all the colliders intersecting the given shape. * * @param shapePos - The position of the shape to test. * @param shapeRot - The orientation of the shape to test. * @param shape - The shape to test. * @param groups - The bit groups and filter associated to the shape to test, in order to only * test on colliders with collision groups compatible with this group. * @param callback - A function called with the handles of each collider intersecting the `shape`. */ intersectionsWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups, callback: (handle: ColliderHandle) => boolean): void; /** * Finds the handles of all the colliders with an AABB intersecting the given AABB. * * @param aabbCenter - The center of the AABB to test. * @param aabbHalfExtents - The half-extents of the AABB to test. * @param callback - The callback that will be called with the handles of all the colliders * currently intersecting the given AABB. */ collidersWithAabbIntersectingAabb(aabbCenter: Vector, aabbHalfExtents: Vector, callback: (handle: ColliderHandle) => boolean): void; /** * Enumerates all the colliders potentially in contact with the given collider. * * @param collider1 - The second collider involved in the contact. * @param f - Closure that will be called on each collider that is in contact with `collider1`. */ contactsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; /** * Enumerates all the colliders intersecting the given colliders, assuming one of them * is a sensor. */ intersectionsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; /** * Iterates through all the contact manifolds between the given pair of colliders. * * @param collider1 - The first collider involved in the contact. * @param collider2 - The second collider involved in the contact. * @param f - Closure that will be called on each contact manifold between the two colliders. If the second argument * passed to this closure is `true`, then the contact manifold data is flipped, i.e., methods like `localNormal1` * actually apply to the `collider2` and fields like `localNormal2` apply to the `collider1`. */ contactPair(collider1: ColliderHandle, collider2: ColliderHandle, f: (manifold: TempContactManifold, flipped: boolean) => void): void; /** * Returns `true` if `collider1` and `collider2` intersect and at least one of them is a sensor. * @param collider1 − The first collider involved in the intersection. * @param collider2 − The second collider involved in the intersection. */ intersectionPair(collider1: ColliderHandle, collider2: ColliderHandle): boolean; }