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set allowSleep (v: boolean) {
this._world.allowSleep = v;
}
set gravity (gravity: Vec3) {
Vec3.copy(this._world.gravity, gravity);
}
// get defaultContactMaterial () {
// return this._defaultContactMaterial;
// }
readonly bodies: CannonSharedBody[] = [];
private _world: CANNON.World;
private _raycastResult = new CANNON.RaycastResult();
constructor () {
this._world = new CANNON.World();
this._world.broadphase = new CANNON.NaiveBroadphase();
}
step (deltaTime: number, timeSinceLastCalled?: number, maxSubStep?: number) {
// sync scene to physics
for (let i = 0; i < this.bodies.length; i++) {
this.bodies[i].syncSceneToPhysics();
}
this._world.step(deltaTime, timeSinceLastCalled, maxSubStep);
// sync physics to scene
for (let i = 0; i < this.bodies.length; i++) {