PhysicsSimulation class abstract
The backend driver contract, a physics engine addressed by integer handles, decoupled from any scene graph through PoseTargets.
Engine layers (flutter_scene's component layer, headless servers) own
the mapping from handles to their objects. Backends implement stepping,
queries, and events; unsupported capabilities throw UnsupportedError
and are advertised through the supports* getters where callers need
to branch.
Constructors
Properties
- backendName → String
-
Identifier of the concrete backend, suitable for logging (for
example
"rapier3d").no setter -
collisions
→ Stream<
SimCollisionEvent> -
Collision lifecycle events, keyed by collider handle.
no setter
- fixedTimestep ↔ double
-
Length of one physics step, in seconds.
getter/setter pair
- gravity ↔ Vector3
-
World-space acceleration applied to every dynamic body each step.
getter/setter pair
- hashCode → int
-
The hash code for this object.
no setterinherited
- maxSubsteps ↔ int
-
Maximum number of fixed steps consumed per frame by the driver.
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- supportsCharacters → bool
-
no setter
- supportsJoints → bool
-
no setter
Methods
-
applyAngularImpulse(
int bodyHandle, Vector3 impulse) → void -
applyForce(
int bodyHandle, Vector3 force, {Vector3? atWorldPoint}) → void -
applyImpulse(
int bodyHandle, Vector3 impulse, {Vector3? atWorldPoint}) → void -
applyTorque(
int bodyHandle, Vector3 torque) → void -
createAnchorBody(
) → int - Creates an invisible fixed body for anchoring world-space joints.
-
createBody(
{required PoseTarget target, required BodyType type, double? additionalMass}) → int -
Creates a body at
target's current pose and returns its handle. Dynamic bodies write their simulated pose back totargetduring interpolatePoses. -
createColliders(
int bodyHandle, Shape shape, {PhysicsMaterial material = PhysicsMaterial.defaultMaterial, bool isTrigger = false, Matrix4? localPose, int collisionLayer = 0xFFFFFFFF, int collisionMask = 0xFFFFFFFF}) → List< int> -
Creates collision geometry on
bodyHandleand returns one handle per created collider (compound shapes may decompose; how is backend private). Empty means the shape is unsupported by this backend. -
createJoint(
JointDesc desc) → int -
destroyAnchorBody(
int bodyHandle) → void -
destroyBody(
int bodyHandle) → void -
destroyCollider(
int colliderHandle) → void -
destroyJoint(
int jointHandle) → void -
dispose(
) → void - Releases every body, collider, and joint. Called by owners when the simulation is discarded.
-
interpolatePoses(
double alpha) → void -
Writes interpolated dynamic-body poses to their PoseTargets.
alphais the accumulator fraction in[0, 1],0the previous step,1the current step. -
isBodySleeping(
int bodyHandle) → bool -
moveCharacter(
int colliderHandle, {required Vector3 position, required Vector3 desiredTranslation, double? deltaSeconds, Vector3? up, double offset = 0.01, bool slide = true, double maxSlopeClimbAngle = 0.7853981633974483, double minSlopeSlideAngle = 0.7853981633974483, double? snapToGround = 0.1, bool autostep = false, double autostepMaxHeight = 0.3, double autostepMinWidth = 0.1, bool autostepIncludeDynamicBodies = true, double characterMass = 0.0}) → CharacterMovement -
Kinematic character move-and-slide against
colliderHandle's surroundings. See the flutter_scene character controller for the parameter semantics. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
overlapBox(
Vector3 center, Vector3 halfExtents, Quaternion rotation, {int layerMask = 0xFFFFFFFF, bool includeFixed = true, bool includeKinematic = true, bool includeDynamic = true, bool includeTriggers = false}) → List< SimOverlapHit> -
overlapSphere(
Vector3 center, double radius, {int layerMask = 0xFFFFFFFF, bool includeFixed = true, bool includeKinematic = true, bool includeDynamic = true, bool includeTriggers = false}) → List< SimOverlapHit> -
raycast(
Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool includeFixed = true, bool includeKinematic = true, bool includeDynamic = true, bool includeTriggers = false}) → SimRaycastHit? -
raycastAll(
Ray ray, {double maxDistance = double.infinity, int layerMask = 0xFFFFFFFF, bool includeFixed = true, bool includeKinematic = true, bool includeDynamic = true, bool includeTriggers = false}) → List< SimRaycastHit> -
readBodyAngularVelocity(
int bodyHandle) → Vector3 -
readBodyLinearVelocity(
int bodyHandle) → Vector3 -
readBodyPose(
int bodyHandle) → (Vector3, Quaternion) -
setBodyAdditionalMass(
int bodyHandle, double mass) → void -
setBodyAngularDamping(
int bodyHandle, double damping) → void -
setBodyAngularVelocity(
int bodyHandle, Vector3 velocity) → void -
setBodyAxisLocks(
int bodyHandle, Vector3 linear, Vector3 angular) → void -
Per-axis motion factors in
[0, 1],1free,0locked. -
setBodyCcdEnabled(
int bodyHandle, bool enabled) → void -
setBodyGravityScale(
int bodyHandle, double scale) → void -
setBodyKind(
int bodyHandle, BodyType type) → void -
setBodyKinematicTargetPose(
int bodyHandle, Vector3 translation, Quaternion rotation) → void - Pushes the pose a kinematic body should reach by the next step.
-
setBodyLinearDamping(
int bodyHandle, double damping) → void -
setBodyLinearVelocity(
int bodyHandle, Vector3 velocity) → void -
setColliderFilter(
int colliderHandle, int layer, int mask) → void -
setColliderMaterial(
int colliderHandle, PhysicsMaterial material) → void -
shapeCast(
Shape shape, Matrix4 from, Vector3 direction, double distance, {int layerMask = 0xFFFFFFFF, bool includeFixed = true, bool includeKinematic = true, bool includeDynamic = true, bool includeTriggers = false}) → SimShapeCastHit? -
sleepBody(
int bodyHandle) → void -
step(
double fixedDt) → void -
Advances the simulation by exactly
fixedDtseconds. -
toString(
) → String -
A string representation of this object.
inherited
-
updateJoint(
int jointHandle, JointDesc desc) → void - Reconfigures a joint in place. Backends without native updates may destroy and recreate internally; the handle stays valid.
-
wakeBody(
int bodyHandle) → void
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited