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getDefaultPhysicsConfig

Callable

  • getDefaultPhysicsConfig(): Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>

  • Returns Required<{ arcade?: Required<{ contactSolveBias?: ContactSolveBias }>; bodies?: Required<{ canSleepByDefault?: boolean; defaultMass?: number; sleepBias?: number; sleepEpsilon?: number; wakeThreshold?: number }>; colliders?: Required<{ compositeStrategy?: separate | together }>; continuous?: Required<{ checkForFastBodies?: boolean; disableMinimumSpeedForFastBody?: boolean; surfaceEpsilon?: number }>; dynamicTree?: Required<{ boundsPadding?: number; velocityMultiplier?: number }>; enabled?: boolean; gravity?: Vector; realistic?: Required<{ positionIterations?: number; slop?: number; steeringFactor?: number; velocityIterations?: number; warmStart?: boolean }>; solver?: SolverStrategy; sparseHashGrid?: SparseHashGridConfig; spatialPartition?: SpatialPartitionStrategy; substep?: number }>