Protected
rayfor raycasting
the last collision result
check all bodies collisions with callback
check all bodies collisions in area with callback
check one body collisions with callback
create box at position with options and add to system
Optional
options: BodyOptions<any>Optional
Class: BoxConstructor<TBox>create circle at position with options and add to system
Optional
options: BodyOptions<any>Optional
Class: CircleConstructor<TCircle>create ellipse at position with options and add to system
Optional
step: numberOptional
options: BodyOptions<any>Optional
Class: EllipseConstructor<TEllipse>create point at position with options and add to system
Optional
options: BodyOptions<any>Optional
Class: PointConstructor<TPoint>create polygon at position with options and add to system
Optional
options: BodyOptions<any>Optional
Class: PolygonConstructor<TPolygon>re-insert body into collision tree and update its bbox every body can be part of only one system
raycast to get collider of ray from start to end
separate (move away) bodies
separate (move away) 1 body, with optional callback before collision
updates body in collision tree
collision system