@ue-too/dynamics / index / PairManager
クラス: PairManager
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.
例
Using collision events
typescript
const pairManager = world.getPairManager();
world.step(dt);
const events = pairManager.getActivePairs();
events.forEach(pair => {
if (pair.frameCreated === world.currentFrame) {
console.log('Collision started!');
}
});コンストラクター
コンストラクター
new PairManager():
PairManager
戻り値
PairManager
メソッド
clear()
clear():
void
戻り値
void
getActivePairs()
getActivePairs():
CollisionPair[]
戻り値
getPair()
getPair(
bodyA,bodyB):CollisionPair|undefined
パラメータ
bodyA
bodyB
戻り値
CollisionPair | undefined
getStats()
getStats():
object
戻り値
object
activePairs
activePairs:
number
frameNumber
frameNumber:
number
totalPairs
totalPairs:
number
updatePairs()
updatePairs(
newCollisions):PairEvents
パラメータ
newCollisions
object[]