Physics · interface
WorldOpinion
What the world knows that its colliders do not.
Explained in Your first game, Rigid bodies.
interface WorldOpinionimport type { WorldOpinion } from '@driftengine/physics';In depth
Declared structurally, so nothing is imported in either direction.
Methods
blocked
blocked(axis: Axis, from: number): booleanIs there a face standing where the body has just moved to, that it can neither step onto nor
pass under? from is where it started on axis.
| Parameter | Type | Description |
|---|---|---|
axis | Axis | |
from | number |
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The case this exists for: a deck drawn as a smooth surface carries no collision boxes, so every one of its edges is scenery. A body walks into the side of a raised slab and keeps going, which looks exactly like clipping through the world because it is.
riseTo
riseTo(x: number, z: number, feetY: number): number | nullHow far the world's own surface would rise to meet a body standing at (x, z) with its feet
at feetY, or null where it has no opinion. Negative for a descent.
| Parameter | Type | Description |
|---|---|---|
x | number | |
z | number | |
feetY | number |
vouches
vouches(): booleanWhether the world vouches for its own rises here.
More
The retry below overrules a collider that refused a move, on the grounds that the surface says the ground rises to meet it. That is right on ground the world authored as travelable and wrong everywhere else: a terrace wall, a station lip and a courtyard edge are real, intended walls and the hull is the only honest answer for them. A consumer with no such distinction answers the same thing every time and pays nothing.