@perplexdotgg/bounce 1.3.0 → 1.4.0
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- package/README.md +4 -3
- package/build/bounce.d.ts +290 -26
- package/build/bounce.js +344 -371
- package/docs/documentation.md +0 -30
- package/package.json +1 -1
package/docs/documentation.md
CHANGED
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@@ -531,36 +531,6 @@ for (const body of intersectingBodies) {
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}
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```
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### Query Precision
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You can control the precision (and performance) of scene queries:
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```js
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// precise with contact points (default)
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world.intersectShape(
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(result) => console.log(result.pointA),
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queryShape,
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{ position: { x: 0, y: 0, z: 0 } },
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{ precision: QueryPrecision.preciseWithContacts }
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);
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// precise without contacts
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world.intersectShape(
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(result) => console.log("precise hit"),
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queryShape,
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{ position: { x: 0, y: 0, z: 0 } },
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{ precision: QueryPrecision.precise }
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);
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// approximate (AABB only, fastest)
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world.intersectShape(
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(result) => console.log("approximate hit"),
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queryShape,
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{ position: { x: 0, y: 0, z: 0 } },
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{ precision: QueryPrecision.approximate }
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);
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```
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-
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### Raycasting
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Cast a ray through the scene to find what it hits:
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