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Properties
object3
Ds
physics
Performance
Info
Ref
Methods
activate
Body
add
Constraint
add
Rigid
Body
add
Soft
Body
body
Apply
Force
body
Apply
Impulse
body
Set
Linear
Velocity
body
Set
Motion
State
body
Set
Shapes
Offset
enable
Debug
ray
Test
remove
Constraint
remove
Rigid
Body
remove
Soft
Body
reset
Dynamic
Body
update
Constraint
update
Rigid
Body
Properties
object3
Ds
object3
Ds
:
Record
<
string
,
Object3D
>
physics
Performance
Info
Ref
physics
Performance
Info
Ref
:
MutableRefObject
<
PhysicsPerformanceInfo
>
Methods
activate
Body
activate
Body
(
uuid
:
string
)
:
any
Parameters
uuid:
string
Returns
any
add
Constraint
add
Constraint
(
constraintId
:
string
, bodyUuid
:
string
, targetUuid
:
undefined
, options
:
(
{
frameInA
:
Transform
;
type
:
CONE_TWIST
}
&
ConeTwistConstraintDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
GENERIC_6_DOF
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
GENERIC_6_DOF_SPRING
;
useLinearReferenceFrameB
:
boolean
}
&
Generic6DOFSpringDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
type
:
HINGE
;
useReferenceFrameA
:
boolean
}
&
HingeDynamicConfig
&
CommonConstraintConfig
)
&
(
{
pivot
:
Vector3
;
type
:
POINT_TO_POINT
}
&
PointToPointDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
SLIDER
;
useLinearReferenceFrameA
:
boolean
}
&
SliderDynamicConfig
&
CommonConstraintConfig
)
)
:
any
add
Constraint
(
constraintId
:
string
, bodyUuid
:
string
, targetUuid
:
string
, options
:
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
CONE_TWIST
}
&
ConeTwistConstraintDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
GENERIC_6_DOF
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
FIXED
}
&
FixedDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
GENERIC_6_DOF_SPRING
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFSpringDynamicConfig
&
CommonConstraintConfig
)
&
(
{
axis
:
Vector3
;
pivot
:
Vector3
;
targetAxis
:
Vector3
;
targetPivot
:
Vector3
;
type
:
HINGE
;
useReferenceFrameA
:
boolean
}
&
HingeDynamicConfig
&
CommonConstraintConfig
)
&
(
{
pivot
:
Vector3
;
targetPivot
:
Vector3
;
type
:
POINT_TO_POINT
}
&
PointToPointDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
SLIDER
;
useLinearReferenceFrameA
:
boolean
}
&
SliderDynamicConfig
&
CommonConstraintConfig
)
)
:
any
Parameters
constraintId:
string
bodyUuid:
string
targetUuid:
undefined
options:
(
{
frameInA
:
Transform
;
type
:
CONE_TWIST
}
&
ConeTwistConstraintDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
GENERIC_6_DOF
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
GENERIC_6_DOF_SPRING
;
useLinearReferenceFrameB
:
boolean
}
&
Generic6DOFSpringDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
type
:
HINGE
;
useReferenceFrameA
:
boolean
}
&
HingeDynamicConfig
&
CommonConstraintConfig
)
&
(
{
pivot
:
Vector3
;
type
:
POINT_TO_POINT
}
&
PointToPointDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInB
:
Transform
;
type
:
SLIDER
;
useLinearReferenceFrameA
:
boolean
}
&
SliderDynamicConfig
&
CommonConstraintConfig
)
Returns
any
Parameters
constraintId:
string
bodyUuid:
string
targetUuid:
string
options:
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
CONE_TWIST
}
&
ConeTwistConstraintDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
GENERIC_6_DOF
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
FIXED
}
&
FixedDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
GENERIC_6_DOF_SPRING
;
useLinearReferenceFrameA
:
boolean
}
&
Generic6DOFSpringDynamicConfig
&
CommonConstraintConfig
)
&
(
{
axis
:
Vector3
;
pivot
:
Vector3
;
targetAxis
:
Vector3
;
targetPivot
:
Vector3
;
type
:
HINGE
;
useReferenceFrameA
:
boolean
}
&
HingeDynamicConfig
&
CommonConstraintConfig
)
&
(
{
pivot
:
Vector3
;
targetPivot
:
Vector3
;
type
:
POINT_TO_POINT
}
&
PointToPointDynamicConfig
&
CommonConstraintConfig
)
&
(
{
frameInA
:
Transform
;
frameInB
:
Transform
;
type
:
SLIDER
;
useLinearReferenceFrameA
:
boolean
}
&
SliderDynamicConfig
&
CommonConstraintConfig
)
Returns
any
add
Rigid
Body
add
Rigid
Body
(
uuid
:
string
, mesh
:
Object3D
, shape
:
ShapeDescriptor
, options
?:
BodyConfig
<
SerializedVector3
>
)
:
any
Parameters
uuid:
string
mesh:
Object3D
shape:
ShapeDescriptor
Optional
options:
BodyConfig
<
SerializedVector3
>
Returns
any
add
Soft
Body
add
Soft
Body
(
uuid
:
string
, mesh
:
Object3D
, options
?:
SoftBodyConfig
)
:
any
Parameters
uuid:
string
mesh:
Object3D
Optional
options:
SoftBodyConfig
Returns
any
body
Apply
Force
body
Apply
Force
(
uuid
:
string
, force
:
Vector3
, relativeOffset
?:
Vector3
)
:
any
Parameters
uuid:
string
force:
Vector3
Optional
relativeOffset:
Vector3
Returns
any
body
Apply
Impulse
body
Apply
Impulse
(
uuid
:
string
, impulse
:
Vector3
, relativeOffset
?:
Vector3
)
:
any
Parameters
uuid:
string
impulse:
Vector3
Optional
relativeOffset:
Vector3
Returns
any
body
Set
Linear
Velocity
body
Set
Linear
Velocity
(
uuid
:
string
, velocity
:
Vector3
)
:
any
Parameters
uuid:
string
velocity:
Vector3
Returns
any
body
Set
Motion
State
body
Set
Motion
State
(
uuid
:
string
, position
?:
Vector3
, rotation
?:
Quaternion
)
:
any
Parameters
uuid:
string
Optional
position:
Vector3
Optional
rotation:
Quaternion
Returns
any
body
Set
Shapes
Offset
body
Set
Shapes
Offset
(
uuid
:
string
, offset
:
Vector3
)
:
any
Parameters
uuid:
string
offset:
Vector3
Returns
any
enable
Debug
enable
Debug
(
enable
:
boolean
, debugSharedArrayBuffer
:
SharedArrayBuffer
)
:
any
Parameters
enable:
boolean
debugSharedArrayBuffer:
SharedArrayBuffer
Returns
any
ray
Test
ray
Test
(
options
:
RaycastOptions
)
:
Promise
<
RaycastHit
[]
>
Parameters
options:
RaycastOptions
Returns
Promise
<
RaycastHit
[]
>
remove
Constraint
remove
Constraint
(
constraintId
:
string
)
:
any
Parameters
constraintId:
string
Returns
any
remove
Rigid
Body
remove
Rigid
Body
(
uuid
:
string
)
:
any
Parameters
uuid:
string
Returns
any
remove
Soft
Body
remove
Soft
Body
(
uuid
:
string
)
:
any
Parameters
uuid:
string
Returns
any
reset
Dynamic
Body
reset
Dynamic
Body
(
uuid
:
string
)
:
any
Parameters
uuid:
string
Returns
any
update
Constraint
update
Constraint
(
constraintId
:
string
, options
?:
DynamicConstraintConfig
)
:
any
Parameters
constraintId:
string
Optional
options:
DynamicConstraintConfig
Returns
any
update
Rigid
Body
update
Rigid
Body
(
uuid
:
string
, options
:
UpdateBodyOptions
)
:
any
Parameters
uuid:
string
options:
UpdateBodyOptions
Returns
any
Exports
Ammo
Physics
Context
object3
Ds
physics
Performance
Info
Ref
activate
Body
add
Constraint
add
Rigid
Body
add
Soft
Body
body
Apply
Force
body
Apply
Impulse
body
Set
Linear
Velocity
body
Set
Motion
State
body
Set
Shapes
Offset
enable
Debug
ray
Test
remove
Constraint
remove
Rigid
Body
remove
Soft
Body
reset
Dynamic
Body
update
Constraint
update
Rigid
Body
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