Detect-Collisions
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    Class System<TBody>

    collision system

    Type Parameters

    Hierarchy

    Index

    Constructors

    Properties

    _maxEntries: number
    _minEntries: number
    ray: Line

    for raycasting

    response: Response = ...

    the last collision result

    Methods

    • Parameters

      • bbox: any
      • path: any
      • level: any

      Returns void

    • Parameters

      • node: any
      • result: any

      Returns any

    • Parameters

      • node: any
      • m: any
      • M: any
      • compare: any

      Returns number

    • Parameters

      • items: any
      • left: any
      • right: any
      • height: any

      Returns {
          children: any;
          height: number;
          leaf: boolean;
          maxX: number;
          maxY: number;
          minX: number;
          minY: number;
      }

    • Parameters

      • node: any
      • m: any
      • M: any

      Returns void

    • Parameters

      • node: any
      • m: any
      • M: any

      Returns any

    • Parameters

      • bbox: any
      • node: any
      • level: any
      • path: any

      Returns any

    • Parameters

      • path: any

      Returns void

    • Parameters

      • item: any
      • level: any
      • isNode: any

      Returns void

    • Parameters

      • insertPath: any
      • level: any

      Returns void

    • Parameters

      • node: any
      • newNode: any

      Returns void

    • Parameters

      • bbox: any

      Returns boolean

    • Parameters

      • a: any
      • b: any

      Returns number

    • Parameters

      • a: any
      • b: any

      Returns number

    • draw exact bodies colliders outline

      Parameters

      • context: CanvasRenderingContext2D

      Returns void

    • draw bounding boxes hierarchy outline

      Parameters

      • context: CanvasRenderingContext2D
      • isTrigger: boolean = true

      Returns void

    • get object potential colliders

      Parameters

      Returns TBody[]

      because it's slower to use than checkOne() or checkAll()

    • re-insert body into collision tree and update its bbox every body can be part of only one system

      Parameters

      Returns this

    • Parameters

      • bbox: any

      Returns any[]

    • update all bodies aabb

      Returns void

    • updates body in collision tree

      Parameters

      Returns void