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fix: ci link
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README.md

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# check2d
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[<img src="https://img.shields.io/npm/v/check2d?style=for-the-badge&color=success" alt="npm version" />](https://www.npmjs.com/package/check2d?activeTab=versions)
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[<img src="https://img.shields.io/circleci/build/github/jackie-aniki/check2d/main?style=for-the-badge" alt="build status" />](https://app.circleci.com/pipelines/github/jackie-aniki/check2d)
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[<img src="https://img.shields.io/circleci/build/github/Jackie-Aniki/check2d/main?style=for-the-badge" alt="build status" />](https://app.circleci.com/pipelines/github/Jackie-Aniki/check2d)
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[<img src="https://img.shields.io/npm/dw/check2d.svg?style=for-the-badge&color=success" alt="npm downloads per week" />](https://www.npmjs.com/package/check2d)
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## Introduction

dist/base-system.d.ts

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* very base collision system (create, insert, update, draw, remove)
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*/
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export declare class BaseSystem<TBody extends Body = Body> extends RBush implements Data<TBody> {
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data: ChildrenData<TBody>;
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/**
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* create point at position with options and add to system
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*/
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createPoint<TPoint extends Point>(position: PotentialVector, options?: BodyOptions, Class?: PointConstructor<TPoint>): TPoint | Point;
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/**
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* create line at position with options and add to system
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*/
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createLine<TLine extends Line>(start: Vector, end: Vector, options?: BodyOptions, Class?: LineConstructor<TLine>): TLine | Line;
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/**
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* create circle at position with options and add to system
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*/
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createCircle<TCircle extends Circle>(position: PotentialVector, radius: number, options?: BodyOptions, Class?: CircleConstructor<TCircle>): TCircle | Circle;
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/**
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* create box at position with options and add to system
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*/
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createBox<TBox extends Box>(position: PotentialVector, width: number, height: number, options?: BodyOptions, Class?: BoxConstructor<TBox>): TBox | Box;
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/**
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* create ellipse at position with options and add to system
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*/
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createEllipse<TEllipse extends Ellipse>(position: PotentialVector, radiusX: number, radiusY?: number, step?: number, options?: BodyOptions, Class?: EllipseConstructor<TEllipse>): TEllipse | Ellipse;
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/**
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* create polygon at position with options and add to system
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*/
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createPolygon<TPolygon extends Polygon>(position: PotentialVector, points: PotentialVector[], options?: BodyOptions, Class?: PolygonConstructor<TPolygon>): TPolygon | Polygon;
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/**
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* re-insert body into collision tree and update its bbox
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* every body can be part of only one system
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*/
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insert(body: TBody): this;
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/**
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* updates body in collision tree
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*/
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updateBody(body: TBody): void;
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/**
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* update all bodies aabb
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*/
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update(): void;
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/**
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* draw exact bodies colliders outline
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*/
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draw(context: CanvasRenderingContext2D): void;
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/**
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* draw bounding boxes hierarchy outline
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*/
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drawBVH(context: CanvasRenderingContext2D, isTrigger?: boolean): void;
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/**
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* remove body aabb from collision tree
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*/
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remove(body: TBody, equals?: InTest<TBody>): this;
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/**
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* get object potential colliders
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* @deprecated because it's slower to use than checkOne() or checkAll()
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*/
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getPotentials(body: TBody): TBody[];
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/**
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* used to find body deep inside data with finder function returning boolean found or not
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*
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* @param traverseFunction
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* @param tree
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*/
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traverse(traverseFunction: TraverseFunction<TBody>, { children }?: {
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children?: Leaf<TBody>[];
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}): TBody | undefined;
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data: ChildrenData<TBody>;
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/**
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* create point at position with options and add to system
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*/
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createPoint<TPoint extends Point>(position: PotentialVector, options?: BodyOptions, Class?: PointConstructor<TPoint>): TPoint | Point;
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/**
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* create line at position with options and add to system
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*/
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createLine<TLine extends Line>(start: Vector, end: Vector, options?: BodyOptions, Class?: LineConstructor<TLine>): TLine | Line;
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/**
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* create circle at position with options and add to system
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*/
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createCircle<TCircle extends Circle>(position: PotentialVector, radius: number, options?: BodyOptions, Class?: CircleConstructor<TCircle>): TCircle | Circle;
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/**
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* create box at position with options and add to system
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*/
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createBox<TBox extends Box>(position: PotentialVector, width: number, height: number, options?: BodyOptions, Class?: BoxConstructor<TBox>): TBox | Box;
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/**
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* create ellipse at position with options and add to system
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*/
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createEllipse<TEllipse extends Ellipse>(position: PotentialVector, radiusX: number, radiusY?: number, step?: number, options?: BodyOptions, Class?: EllipseConstructor<TEllipse>): TEllipse | Ellipse;
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/**
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* create polygon at position with options and add to system
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*/
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createPolygon<TPolygon extends Polygon>(position: PotentialVector, points: PotentialVector[], options?: BodyOptions, Class?: PolygonConstructor<TPolygon>): TPolygon | Polygon;
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/**
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* re-insert body into collision tree and update its bbox
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* every body can be part of only one system
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*/
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insert(body: TBody): this;
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/**
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* updates body in collision tree
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*/
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updateBody(body: TBody): void;
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/**
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* update all bodies aabb
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*/
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update(): void;
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/**
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* draw exact bodies colliders outline
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*/
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draw(context: CanvasRenderingContext2D): void;
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/**
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* draw bounding boxes hierarchy outline
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*/
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drawBVH(context: CanvasRenderingContext2D, isTrigger?: boolean): void;
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/**
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* remove body aabb from collision tree
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*/
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remove(body: TBody, equals?: InTest<TBody>): this;
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/**
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* get object potential colliders
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* @deprecated because it's slower to use than checkOne() or checkAll()
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*/
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getPotentials(body: TBody): TBody[];
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/**
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* used to find body deep inside data with finder function returning boolean found or not
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*
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* @param traverseFunction
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* @param tree
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*/
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traverse(traverseFunction: TraverseFunction<TBody>, { children }?: {
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children?: Leaf<TBody>[];
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}): TBody | undefined;
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}

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