VelocityIntegration3DOptions
Defined in: src/modules/motion-3d/motion-3d.ts:30
Options for makeVelocityIntegration3DSystem: name, an optional boundary, tag-scoping, and onMove / runAfter hooks.
Type Parameters
Section titled “Type Parameters”TCtx extends VelocityIntegration3DTickCtx
Properties
Section titled “Properties”boundary?
Section titled “boundary?”
optionalboundary?:VelocityIntegration3DBoundary
Defined in: src/modules/motion-3d/motion-3d.ts:32
optionalname?:string
Defined in: src/modules/motion-3d/motion-3d.ts:31
onMove?
Section titled “onMove?”
optionalonMove?: (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.
Parameters
Section titled “Parameters”TCtx
Readonly<Position3D>
Readonly<Position3D>
Returns
Section titled “Returns”void
runAfter?
Section titled “runAfter?”
optionalrunAfter?:string[]
Defined in: src/modules/motion-3d/motion-3d.ts:33
optionaltag?: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.