Implements

  • IPhysicsEngine

Constructors

Accessors

  • get gravity(): Vec3
  • Returns Vec3

  • set gravity(value): void
  • Parameters

    • value: Vec3

    Returns void

  • get isUpdating(): boolean
  • Returns boolean

  • get world(): any
  • Get access to the rapier world

    Returns any

Methods

  • Parameters

    Returns Promise<void>

  • Parameters

    • collider: ICollider
    • height: number
    • radius: number

    Returns Promise<void>

  • Parameters

    • body1: IRigidbody
    • body2: IRigidbody

    Returns void

  • Parameters

    • rigidbody: IRigidbody
    • force: Vec3
    • wakeup: boolean

    Returns void

  • The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body.

    Parameters

    • body1: IRigidbody
    • body2: IRigidbody
    • anchor: {
          x: number;
          y: number;
          z: number;
      }
      • x: number
      • y: number
      • z: number
    • axis: {
          x: number;
          y: number;
          z: number;
      }
      • x: number
      • y: number
      • z: number

    Returns void

  • Parameters

    • rigidbody: IRigidbody
    • force: Vec3
    • wakeup: boolean

    Returns void

  • Parameters

    • collider: ICollider
    • mesh: Mesh
    • convex: boolean
    • scale: Vector3

    Returns Promise<void>

  • Parameters

    • collider: ICollider

    Returns Promise<void>

  • Parameters

    • rb: IRigidbody
    • vec: Vec3
    • wakeup: boolean

    Returns void

  • Returns void

  • Parameters

    • rb: IRigidbody

    Returns Vec3

  • Get the rapier body for a Needle component

    Parameters

    • obj: ICollider | IRigidbody

    Returns any

  • Get the Needle Engine component for a rapier object

    Parameters

    • rapierObject: object

    Returns IComponent

  • Parameters

    • comp: ICollider | IRigidbody

    Returns Vec3

  • Parameters

    Returns Promise<boolean>

  • Parameters

    • rb: IRigidbody

    Returns any

  • Returns void

  • Parameters

    • Optional origin: Vec3 | Vec2
    • Optional direction: Vec3
    • Optional options: {
          filterGroups?: number;
          filterPredicate?: ((c) => boolean);
          maxDistance?: number;
          queryFilterFlags?: QueryFilterFlags;
          solid?: boolean;
      }
      • Optional filterGroups?: number
      • Optional filterPredicate?: ((c) => boolean)

        Return false to ignore this collider

          • (c): boolean
          • Parameters

            • c: ICollider

            Returns boolean

      • Optional maxDistance?: number
      • Optional queryFilterFlags?: QueryFilterFlags
      • Optional solid?: boolean

        True if you want to also hit objects when the raycast starts from inside a collider

    Returns {
        collider: ICollider;
        point: Vector3;
    }

  • Parameters

    • Optional origin: Vec3 | Vec2
    • Optional direction: Vec3
    • Optional options: {
          filterGroups?: number;
          filterPredicate?: ((c) => boolean);
          maxDistance?: number;
          queryFilterFlags?: QueryFilterFlags;
          solid?: boolean;
      }
      • Optional filterGroups?: number
      • Optional filterPredicate?: ((c) => boolean)

        Return false to ignore this collider

          • (c): boolean
          • Parameters

            • c: ICollider

            Returns boolean

      • Optional maxDistance?: number
      • Optional queryFilterFlags?: QueryFilterFlags
      • Optional solid?: boolean

        True if you want to also hit objects when the raycast starts from inside a collider

    Returns {
        collider: ICollider;
        normal: Vector3;
        point: Vector3;
    }

  • Parameters

    • obj: IComponent

    Returns void

  • Parameters

    • rb: IRigidbody
    • wakeup: boolean

    Returns void

  • Parameters

    • rb: IRigidbody
    • wakeup: boolean

    Returns void

  • Parameters

    • rb: IRigidbody
    • vec: Vec3
    • wakeup: boolean

    Returns void

  • Parameters

    • rb: IRigidbody
    • vec: Vec3
    • wakeup: boolean

    Returns void

  • Precice sphere overlap detection using rapier against colliders

    Parameters

    • point: Vector3

      center of the sphere in worldspace

    • radius: number

      radius of the sphere

    Returns SphereOverlapResult[]

    array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject

  • Parameters

    • Optional dt: number

    Returns void

  • Parameters

    • comp: ICollider | IRigidbody
    • translation: boolean
    • rotation: boolean

    Returns void

  • Parameters

    • col: ICollider

    Returns void

  • Parameters

    • obj: ICollider | IRigidbody

    Returns void

  • Parameters

    • rb: IRigidbody

    Returns void

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