CollisionWorldStepping extension
The bookkeeping a step does to a CollisionWorld between its moving halves: re-indexing what moved without firing overlaps, and forgetting the kinematic bodies' motion once a passenger has been carried.
For whoever writes the step, not for a game. WorldStep in
flutter3d_sim and a native world's dynamics call these in a fixed
order around CollisionWorld.update; a game that steps through them
does not. They are in
package:flutter3d_physics/backend.dart, beside ColliderStepping, so
the order a step owes them is not on the type every game holds.
Methods
-
clearKinematicDeltas(
) → void -
Available on CollisionWorld, provided by the CollisionWorldStepping extension
Clears the per-step motion of every kinematic body. -
reindex(
) → void -
Available on CollisionWorld, provided by the CollisionWorldStepping extension
Re-indexes everything that moves, without firing any callbacks.