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voxels](http://fenomas.github.io/noa-lt/).\n\n###Usage:\n 1. Create engine and supply a `getBlock(x,y,z)`-like function (which should return true when block xyz is solid)\n 1. Register rigid bodies with `var body = addBody(..)`\n 1. Control them with `body.addImpulse[0,1,0]` and so on\n 1. Call `tick(dt)`\n\nand the engine will manage all the physics and collisions.\n\n#### Example\n\n``` javascript\nimport {Physics} from 'voxel-physics-engine'\nvar opts = { gravity: [0,-10,0] }\nvar getter = function(x,y,z) { /* your logic here */ }\n\nvar phys = new Physics(opts, getter)\nvar body = phys.addBody( aabb, mass, friction, restitution, gravityMult, onCollide, autoStep )\nphys.tick( dt_in_miliseconds )\nphys.removeBody( body )\n```\n\n#### Features\n\n * Reasonably physical, supports standard properties (friction, restitution, etc.)\n * Query the body's `resting[axis]` property (-1,0,1 on each axis) to tell if it's currently touching a solid voxel.\n   E.g. `body.resting[1]` is `1` when the body is colliding with the ceiling.\n * Collisions with terrain trigger each body's `onCollide(impacts)` callback. \n   The argument is a `vec3` of the change in velocity on each axis, so multiply by mass if you want the impulse.\n   (A body resting on the ground will produce a small impact each tick due to gravity.)\n * If you set a body's `autoStep` property, the engine will cause it to \n   automatically \"step\" up hills (i.e. 1-block obstructions).\n  \n#### Changes in latest version:\n\n * `0.13.0` - minor fixes to typing and internals\n * `0.11.0` - export a named constructor function instead of a callback\n * `0.10.0`\n   * Fixes `body.onCollide` arg to be a correctly scaled impulse vector\n   * Body `onCollide` now passed before bounces are resolved (allowing client to adjust `body.restitution` depending on the terrain)\n * `0.9.0`\n   * Air and fluid friction properties renamed to `airDrag` and `fluidDrag`, and now work equivalently (no drag at `0`, large drag at `1`)\n   * Per body `airDrag` and `fluidDrag` override global settings if `>= 0`\n * `0.8.0`\n   * Friction now uses regular coefficients, and works in all directions, not just downwards\n   * Bodies have an `.airFriction` that overrides the global value (if nonzero)\n   * Air and regular friction should now scale correctly with frame rate\n\n","maintainers":[{"name":"andyhall","email":"andy@fenomas.com"}],"time":{"modified":"2022-08-27T05:47:39.626Z","created":"2015-02-11T06:36:48.132Z","0.2.0":"2015-02-11T06:36:48.132Z","0.2.2":"2015-02-19T05:36:00.163Z","0.4.0":"2015-03-17T06:33:02.727Z","0.4.1":"2015-03-21T12:28:53.319Z","0.5.0":"2015-07-03T04:22:15.859Z","0.5.1":"2015-10-13T04:16:34.818Z","0.6.0":"2016-04-12T13:08:16.391Z","0.7.0":"2016-06-08T08:40:11.075Z","0.7.1":"2016-06-13T07:42:59.835Z","0.7.2":"2016-07-08T04:36:25.353Z","0.7.3":"2017-08-14T08:30:43.880Z","0.7.4":"2017-08-22T04:34:51.688Z","0.7.7":"2018-03-09T05:07:23.713Z","0.8.0":"2018-07-16T04:17:01.104Z","0.9.0":"2018-07-24T09:49:42.991Z","0.9.1":"2018-07-27T07:29:42.230Z","0.10.0":"2019-06-14T06:46:22.328Z","0.11.0":"2021-05-28T05:59:29.026Z","0.11.1":"2021-10-01T05:09:19.825Z","0.12.0":"2022-06-20T07:24:47.582Z","0.13.0":"2022-08-27T05:47:39.552Z"},"homepage":"https://github.com/fenomas/voxel-physics-engine#readme","keywords":["voxel","voxeljs","physics","engine"],"repository":{"type":"git","url":"git+https://github.com/fenomas/voxel-physics-engine.git"},"author":{"name":"Andy Hall"},"bugs":{"url":"https://github.com/fenomas/voxel-physics-engine/issues"},"license":"MIT","readmeFilename":"README.md"}