@daneren2005/shared-memory-physics 1.6.0 → 1.6.1
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- package/README.md +4 -0
- package/dist/index.js.map +1 -1
- package/dist/world.d.ts +10 -10
- package/package.json +2 -2
package/README.md
CHANGED
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@@ -820,6 +820,10 @@ box around their actual outline. A direct transform/body edit outside the physic
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`world.updateSpatialEntity(entity)`. A custom physics wrapper that changes a transform after calling the library
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update can call `updateSpatialMap(workerWorld, entityId, components)` instead.
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Games with registered ECS wrapper classes can pass their entity union as `PhysicalWorld`'s second generic. The
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world's entity map, lifecycle callbacks, and spatial-query results then retain that union instead of widening to
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`BaseEntity`.
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`PhysicsSystem` requires a `PhysicalWorld` (or another `BaseWorld` that implements `PhysicalWorldSource`) and
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automatically shares its map with the physics worker. Another worker system can receive the same map by calling
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`addPhysicalWorldData(sourceWorld, runWorld)` from its system's `addDataToWorld`, then `getSpatialMap(runWorld)` in
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