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