first app vibe
This commit is contained in:
188
app/node_modules/@dimforge/rapier3d-compat/control/character_controller.d.ts
generated
vendored
Normal file
188
app/node_modules/@dimforge/rapier3d-compat/control/character_controller.d.ts
generated
vendored
Normal file
@@ -0,0 +1,188 @@
|
||||
import { Vector } from "../math";
|
||||
import { Collider, ColliderSet, InteractionGroups } from "../geometry";
|
||||
import { QueryFilterFlags, QueryPipeline } from "../pipeline";
|
||||
import { IntegrationParameters, RigidBodySet } from "../dynamics";
|
||||
/**
|
||||
* A collision between the character and an obstacle hit on its path.
|
||||
*/
|
||||
export declare class CharacterCollision {
|
||||
/** The collider involved in the collision. Null if the collider no longer exists in the physics world. */
|
||||
collider: Collider | null;
|
||||
/** The translation delta applied to the character before this collision took place. */
|
||||
translationDeltaApplied: Vector;
|
||||
/** The translation delta the character would move after this collision if there is no other obstacles. */
|
||||
translationDeltaRemaining: Vector;
|
||||
/** The time-of-impact between the character and the obstacles. */
|
||||
toi: number;
|
||||
/** The world-space contact point on the collider when the collision happens. */
|
||||
witness1: Vector;
|
||||
/** The local-space contact point on the character when the collision happens. */
|
||||
witness2: Vector;
|
||||
/** The world-space outward contact normal on the collider when the collision happens. */
|
||||
normal1: Vector;
|
||||
/** The local-space outward contact normal on the character when the collision happens. */
|
||||
normal2: Vector;
|
||||
}
|
||||
/**
|
||||
* A character controller for controlling kinematic bodies and parentless colliders by hitting
|
||||
* and sliding against obstacles.
|
||||
*/
|
||||
export declare class KinematicCharacterController {
|
||||
private raw;
|
||||
private rawCharacterCollision;
|
||||
private params;
|
||||
private bodies;
|
||||
private colliders;
|
||||
private queries;
|
||||
private _applyImpulsesToDynamicBodies;
|
||||
private _characterMass;
|
||||
constructor(offset: number, params: IntegrationParameters, bodies: RigidBodySet, colliders: ColliderSet, queries: QueryPipeline);
|
||||
/** @internal */
|
||||
free(): void;
|
||||
/**
|
||||
* The direction that goes "up". Used to determine where the floor is, and the floor’s angle.
|
||||
*/
|
||||
up(): Vector;
|
||||
/**
|
||||
* Sets the direction that goes "up". Used to determine where the floor is, and the floor’s angle.
|
||||
*/
|
||||
setUp(vector: Vector): void;
|
||||
applyImpulsesToDynamicBodies(): boolean;
|
||||
setApplyImpulsesToDynamicBodies(enabled: boolean): void;
|
||||
/**
|
||||
* Returns the custom value of the character mass, if it was set by `this.setCharacterMass`.
|
||||
*/
|
||||
characterMass(): number | null;
|
||||
/**
|
||||
* Set the mass of the character to be used for impulse resolution if `self.applyImpulsesToDynamicBodies`
|
||||
* is set to `true`.
|
||||
*
|
||||
* If no character mass is set explicitly (or if it is set to `null`) it is automatically assumed to be equal
|
||||
* to the mass of the rigid-body the character collider is attached to; or equal to 0 if the character collider
|
||||
* isn’t attached to any rigid-body.
|
||||
*
|
||||
* @param mass - The mass to set.
|
||||
*/
|
||||
setCharacterMass(mass: number | null): void;
|
||||
/**
|
||||
* A small gap to preserve between the character and its surroundings.
|
||||
*
|
||||
* This value should not be too large to avoid visual artifacts, but shouldn’t be too small
|
||||
* (must not be zero) to improve numerical stability of the character controller.
|
||||
*/
|
||||
offset(): number;
|
||||
/**
|
||||
* Sets a small gap to preserve between the character and its surroundings.
|
||||
*
|
||||
* This value should not be too large to avoid visual artifacts, but shouldn’t be too small
|
||||
* (must not be zero) to improve numerical stability of the character controller.
|
||||
*/
|
||||
setOffset(value: number): void;
|
||||
/**
|
||||
* Is sliding against obstacles enabled?
|
||||
*/
|
||||
slideEnabled(): boolean;
|
||||
/**
|
||||
* Enable or disable sliding against obstacles.
|
||||
*/
|
||||
setSlideEnabled(enabled: boolean): void;
|
||||
/**
|
||||
* The maximum step height a character can automatically step over.
|
||||
*/
|
||||
autostepMaxHeight(): number | null;
|
||||
/**
|
||||
* The minimum width of free space that must be available after stepping on a stair.
|
||||
*/
|
||||
autostepMinWidth(): number | null;
|
||||
/**
|
||||
* Can the character automatically step over dynamic bodies too?
|
||||
*/
|
||||
autostepIncludesDynamicBodies(): boolean | null;
|
||||
/**
|
||||
* Is automatically stepping over small objects enabled?
|
||||
*/
|
||||
autostepEnabled(): boolean;
|
||||
/**
|
||||
* Enabled automatically stepping over small objects.
|
||||
*
|
||||
* @param maxHeight - The maximum step height a character can automatically step over.
|
||||
* @param minWidth - The minimum width of free space that must be available after stepping on a stair.
|
||||
* @param includeDynamicBodies - Can the character automatically step over dynamic bodies too?
|
||||
*/
|
||||
enableAutostep(maxHeight: number, minWidth: number, includeDynamicBodies: boolean): void;
|
||||
/**
|
||||
* Disable automatically stepping over small objects.
|
||||
*/
|
||||
disableAutostep(): void;
|
||||
/**
|
||||
* The maximum angle (radians) between the floor’s normal and the `up` vector that the
|
||||
* character is able to climb.
|
||||
*/
|
||||
maxSlopeClimbAngle(): number;
|
||||
/**
|
||||
* Sets the maximum angle (radians) between the floor’s normal and the `up` vector that the
|
||||
* character is able to climb.
|
||||
*/
|
||||
setMaxSlopeClimbAngle(angle: number): void;
|
||||
/**
|
||||
* The minimum angle (radians) between the floor’s normal and the `up` vector before the
|
||||
* character starts to slide down automatically.
|
||||
*/
|
||||
minSlopeSlideAngle(): number;
|
||||
/**
|
||||
* Sets the minimum angle (radians) between the floor’s normal and the `up` vector before the
|
||||
* character starts to slide down automatically.
|
||||
*/
|
||||
setMinSlopeSlideAngle(angle: number): void;
|
||||
/**
|
||||
* If snap-to-ground is enabled, should the character be automatically snapped to the ground if
|
||||
* the distance between the ground and its feet are smaller than the specified threshold?
|
||||
*/
|
||||
snapToGroundDistance(): number | null;
|
||||
/**
|
||||
* Enables automatically snapping the character to the ground if the distance between
|
||||
* the ground and its feet are smaller than the specified threshold.
|
||||
*/
|
||||
enableSnapToGround(distance: number): void;
|
||||
/**
|
||||
* Disables automatically snapping the character to the ground.
|
||||
*/
|
||||
disableSnapToGround(): void;
|
||||
/**
|
||||
* Is automatically snapping the character to the ground enabled?
|
||||
*/
|
||||
snapToGroundEnabled(): boolean;
|
||||
/**
|
||||
* Computes the movement the given collider is able to execute after hitting and sliding on obstacles.
|
||||
*
|
||||
* @param collider - The collider to move.
|
||||
* @param desiredTranslationDelta - The desired collider movement.
|
||||
* @param filterFlags - Flags for excluding whole subsets of colliders from the obstacles taken into account.
|
||||
* @param filterGroups - Groups for excluding colliders with incompatible collision groups from the obstacles
|
||||
* taken into account.
|
||||
* @param filterPredicate - Any collider for which this closure returns `false` will be excluded from the
|
||||
* obstacles taken into account.
|
||||
*/
|
||||
computeColliderMovement(collider: Collider, desiredTranslationDelta: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterPredicate?: (collider: Collider) => boolean): void;
|
||||
/**
|
||||
* The movement computed by the last call to `this.computeColliderMovement`.
|
||||
*/
|
||||
computedMovement(): Vector;
|
||||
/**
|
||||
* The result of ground detection computed by the last call to `this.computeColliderMovement`.
|
||||
*/
|
||||
computedGrounded(): boolean;
|
||||
/**
|
||||
* The number of collisions against obstacles detected along the path of the last call
|
||||
* to `this.computeColliderMovement`.
|
||||
*/
|
||||
numComputedCollisions(): number;
|
||||
/**
|
||||
* Returns the collision against one of the obstacles detected along the path of the last
|
||||
* call to `this.computeColliderMovement`.
|
||||
*
|
||||
* @param i - The i-th collision will be returned.
|
||||
* @param out - If this argument is set, it will be filled with the collision information.
|
||||
*/
|
||||
computedCollision(i: number, out?: CharacterCollision): CharacterCollision | null;
|
||||
}
|
||||
Reference in New Issue
Block a user