mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-25 19:21:26 +08:00
62 lines
2.4 KiB
TypeScript
62 lines
2.4 KiB
TypeScript
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/** Represents the Physics behavior.
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* @see {@link https://www.construct.net/make-games/manuals/construct-3/scripting/scripting-reference/behavior-interfaces/physics | IPhysicsBehaviorInstance documentation } */
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declare class IPhysicsBehaviorInstance<InstType> extends IBehaviorInstance<InstType>
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{
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readonly behavior: IPhysicsBehavior;
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isEnabled: boolean;
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angularVelocity: number;
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density: number;
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friction: number;
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elasticity: number;
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linearDamping: number;
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angularDamping: number;
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isImmovable: boolean;
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isPreventRotation: boolean;
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isBullet: boolean;
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readonly mass: number;
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/**
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* @deprecated Use isAwake (which also has a setter) instead of isSleeping
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*/
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readonly isSleeping: boolean;
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isAwake: boolean;
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applyForce(fx: number, fy: number, imgPt?: ImagePointParameter): void;
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applyForceTowardPosition(f: number, px: number, py: number, imgPt?: ImagePointParameter): void;
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applyForceAtAngle(f: number, a: number, imgPt?: ImagePointParameter): void;
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applyImpulse(ix: number, iy: number, imgPt?: ImagePointParameter): void;
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applyImpulseTowardPosition(i: number, px: number, py: number, imgPt?: ImagePointParameter): void;
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applyImpulseAtAngle(i: number, a: number, imgPt?: ImagePointParameter): void;
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applyTorque(m: number): void;
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applyTorqueToAngle(m: number, a: number): void;
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applyTorqueToPosition(m: number, px: number, py: number): void;
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setVelocity(vx: number, vy: number): void;
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getVelocityX(): number;
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getVelocityY(): number;
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getVelocity(): Vec2Arr;
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teleport(x: number, y: number): void;
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getCenterOfMassX(): number;
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getCenterOfMassY(): number;
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getCenterOfMass(): Vec2Arr;
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getContactCount(): number;
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getContactX(): number;
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getContactY(): number;
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getContact(): Vec2Arr;
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createDistanceJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, otherImgPt: ImagePointParameter, damping: number, freq: number): void;
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createRevoluteJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance): void;
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createLimitedRevoluteJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, lower: number, upper: number): void;
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createPrismaticJoint(imgPt: ImagePointParameter, otherInst: IWorldInstance, axisAngle: number, enableLimit: boolean, lowerTranslation: number, upperTranslation: number, enableMotor: boolean, motorSpeed: number, maxMotorForce: number): void;
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removeAllJoints(): void;
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setCollisionFilter(isInclusive: boolean, tags: string | Iterable<string>): void;
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}
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