/** Represents the Physics behavior. * @see {@link https://www.construct.net/make-games/manuals/construct-3/scripting/scripting-reference/behavior-interfaces/physics | IPhysicsBehaviorInstance documentation } */ declare class IPhysicsBehaviorInstance extends IBehaviorInstance { readonly behavior: IPhysicsBehavior; isEnabled: boolean; angularVelocity: number; density: number; friction: number; elasticity: number; linearDamping: number; angularDamping: number; isImmovable: boolean; isPreventRotation: boolean; isBullet: boolean; readonly mass: number; /** * @deprecated Use isAwake (which also has a setter) instead of isSleeping */ readonly isSleeping: boolean; isAwake: boolean; applyForce(fx: number, fy: number, imgPt?: ImagePointParameter): void; applyForceTowardPosition(f: number, px: number, py: number, imgPt?: ImagePointParameter): void; applyForceAtAngle(f: number, a: number, imgPt?: ImagePointParameter): void; applyImpulse(ix: number, iy: number, imgPt?: ImagePointParameter): void; applyImpulseTowardPosition(i: number, px: number, py: number, imgPt?: ImagePointParameter): void; applyImpulseAtAngle(i: number, a: number, imgPt?: ImagePointParameter): void; applyTorque(m: number): void; applyTorqueToAngle(m: number, a: number): void; applyTorqueToPosition(m: number, px: number, py: number): void; setVelocity(vx: number, vy: number): void; getVelocityX(): number; getVelocityY(): number; getVelocity(): Vec2Arr; teleport(x: number, y: number): void; getCenterOfMassX(): number; getCenterOfMassY(): number; getCenterOfMass(): Vec2Arr; getContactCount(): number; getContactX(): number; getContactY(): number; getContact(): Vec2Arr; createDistanceJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, otherImgPt: ImagePointParameter, damping: number, freq: number): void; createRevoluteJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance): void; createLimitedRevoluteJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, lower: number, upper: number): void; createPrismaticJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, axisAngle: number, enableLimit: boolean, lowerTranslation: number, upperTranslation: number, enableMotor: boolean, motorSpeed: number, maxMotorForce: number): void; removeAllJoints(): void; setCollisionFilter(isInclusive: boolean, tags: string | Iterable): void; }