@ue-too/dynamics / PairManager
Class: PairManager
Defined in: pair-manager.ts:59
Manages collision pairs across frames.
Remarks
Tracks which bodies are colliding and for how long, enabling collision lifecycle events (start, update, end). This is useful for game logic like damage on collision start or triggers.
Automatically cleans up old inactive pairs to prevent memory leaks.
Example
Using collision events
const pairManager = world.getPairManager();
world.step(dt);
const events = pairManager.getActivePairs();
events.forEach(pair => {
if (pair.frameCreated === world.currentFrame) {
console.log('Collision started!');
}
});Constructors
Constructor
new PairManager():
PairManager
Defined in: pair-manager.ts:64
Returns
PairManager
Methods
clear()
clear():
void
Defined in: pair-manager.ts:164
Returns
void
getActivePairs()
getActivePairs():
CollisionPair[]
Defined in: pair-manager.ts:153
Returns
getPair()
getPair(
bodyA,bodyB):CollisionPair|undefined
Defined in: pair-manager.ts:158
Parameters
bodyA
bodyB
Returns
CollisionPair | undefined
getStats()
getStats():
object
Defined in: pair-manager.ts:170
Returns
object
activePairs
activePairs:
number
frameNumber
frameNumber:
number
totalPairs
totalPairs:
number
updatePairs()
updatePairs(
newCollisions):PairEvents
Defined in: pair-manager.ts:80
Parameters
newCollisions
object[]