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Interface used to define a physics engine

see

https://doc.babylonjs.com/how_to/using_the_physics_engine

Hierarchy

  • IPhysicsEngine

Implemented by

Index

Properties

gravity: Vector3

Gets the gravity vector used by the simulation

Methods

  • _step(delta: number): void
  • Called by the scene. No need to call it.

    Parameters

    • delta: number

      defines the timespan between frames

    Returns void

  • Adding a new impostor for the impostor tracking. This will be done by the impostor itself.

    Parameters

    Returns void

  • Add a joint to the physics engine

    Parameters

    • mainImpostor: PhysicsImpostor

      defines the main impostor to which the joint is added.

    • connectedImpostor: PhysicsImpostor

      defines the impostor that is connected to the main impostor using this joint

    • joint: PhysicsJoint

      defines the joint that will connect both impostors.

    Returns void

  • dispose(): void
  • Release all resources

    Returns void

  • Gets the impostor for a physics enabled object

    Parameters

    Returns Nullable<PhysicsImpostor>

    the PhysicsImpostor or null if not found

  • Gets the impostor for a physics body object

    Parameters

    • body: any

      defines physics body used by the impostor

    Returns Nullable<PhysicsImpostor>

    the PhysicsImpostor or null if not found

  • Gets the list of physic impostors

    Returns PhysicsImpostor[]

    an array of PhysicsImpostor

  • getPhysicsPlugin(): IPhysicsEnginePlugin
  • Gets the current plugin used to run the simulation

    Returns IPhysicsEnginePlugin

    current plugin

  • getPhysicsPluginName(): string
  • Gets the name of the current physics plugin

    Returns string

    the name of the plugin

  • getSubTimeStep(): number
  • Get the sub time step of the physics engine.

    Returns number

    the current sub time step

  • getTimeStep(): number
  • Get the time step of the physics engine.

    Returns number

    the current time step

  • Does a raycast in the physics world

    Parameters

    • from: Vector3

      when should the ray start?

    • to: Vector3

      when should the ray end?

    Returns PhysicsRaycastResult

    PhysicsRaycastResult

  • Remove an impostor from the engine. This impostor and its mesh will not longer be updated by the physics engine.

    Parameters

    Returns void

  • Removes a joint from the simulation

    Parameters

    • mainImpostor: PhysicsImpostor

      defines the impostor used with the joint

    • connectedImpostor: PhysicsImpostor

      defines the other impostor connected to the main one by the joint

    • joint: PhysicsJoint

      defines the joint to remove

    Returns void

  • Sets the gravity vector used by the simulation

    Parameters

    • gravity: Vector3

      defines the gravity vector to use

    Returns void

  • setSubTimeStep(subTimeStep: number): void
  • Set the sub time step of the physics engine. Default is 0 meaning there is no sub steps To increase physics resolution precision, set a small value (like 1 ms)

    Parameters

    • subTimeStep: number

      defines the new sub timestep used for physics resolution.

    Returns void

  • setTimeStep(newTimeStep: number): void
  • Set the time step of the physics engine. Default is 1/60. To slow it down, enter 1/600 for example. To speed it up, 1/30

    Parameters

    • newTimeStep: number

      the new timestep to apply to this world.

    Returns void

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