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Provides simulation management that is shared by both client and server

Hierarchy

  • SimulationEngine

Index

Constructors

constructor

Properties

Private componentTypes

componentTypes: TypeInfo<Serializable>[] = ...

Private continuousInputTypes

continuousInputTypes: TypeInfo<Serializable>[] = ...

Private systems

systems: System[] = ...

Methods

addSystem

  • addSystem(system: System): void

cloneSimulationFrame

constructComponentData

copyInputFrame

copySimulationState

createInputFrame

  • TODO Implement evented input Evented input has reliable and ordered delivery, and does not persist beyond the frame it is processed in. Good for things like shooting a single projectile in a target direction, putting points in a stat.

    Returns InputFrame

createSimulationFrame

registerComponentType

  • registerComponentType<T>(componentType: new () => T, componentTypeName: string): void

registerContinuousInputType

  • registerContinuousInputType<T>(inputType: new () => T, inputTypeName: string): void

removeSystem

  • removeSystem(system: System): void

stepSimulation

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