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VelocityIntegration3DOptions

Defined in: src/modules/motion-3d/motion-3d.ts:30

Options for makeVelocityIntegration3DSystem: name, an optional boundary, tag-scoping, and onMove / runAfter hooks.

TCtx extends VelocityIntegration3DTickCtx

optional boundary?: VelocityIntegration3DBoundary

Defined in: src/modules/motion-3d/motion-3d.ts:32


optional name?: string

Defined in: src/modules/motion-3d/motion-3d.ts:31


optional onMove?: (ctx, id, prev, next) => void

Defined in: src/modules/motion-3d/motion-3d.ts:49

Invoked once per entity whose position actually changed this tick, after any boundary handling. The prev snapshot is a plain value object, not the store entry itself, so it is safe to retain — the escape hatch for games keeping a separate spatial index or dirty-flag queue in sync.

TCtx

EntityId

Readonly<Position3D>

Readonly<Position3D>

void


optional runAfter?: string[]

Defined in: src/modules/motion-3d/motion-3d.ts:33


optional tag?: TagDef

Defined in: src/modules/motion-3d/motion-3d.ts:42

Integrate only entities carrying this tag (in addition to having Position3D + Velocity3D). Unset integrates every velocity entity. The marker/query-filter idiom (like this engine’s own kinematics-3d dynamicTag) — so a game that runs kinematics-3d over its bodies can still integrate a disjoint set (e.g. projectiles) without double-integrating the kinematic ones.