# packages/core/src/features/physics/2d.ts
This is the source snapshot used to build these API details. [View this revision on GitHub](https://github.com/benlesh/pibbl/blob/272a94aaf62e0bd6ad8726a4c607a76a9ec44ca1/packages/core/src/features/physics/2d.ts#L88).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import type { PibblPhysicsInspection2D, PibblPhysicsBodyInspection2D } from &quot;./lib/2d/inspection-types.js&quot;;</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a> import type {</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a>   PibblPhysicsAabb2D,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   PibblPhysicsPose2D,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>   PibblPhysicsRay2D,</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a>   PibblPhysicsShape2D,</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a>   PibblPhysicsVector2,</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a> } from &quot;./2d-geometry.js&quot;;</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a> import type {</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>   PibblPhysicsQueryHit2D,</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>   PibblPhysicsQueryMatch2D,</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a>   PibblPhysicsQueryOptions2D,</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a>   PibblPhysicsBodyHandle2D,</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a>   PibblPhysicsWorldHandle2D,</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> } from &quot;./lib/2d/types.js&quot;;</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a> import {</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>   collider2D,</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>   dynamicBody2D,</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>   kinematicBody2D,</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>   staticBody2D,</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a> } from &quot;./lib/2d/runtime/descriptors.js&quot;;</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a> import {</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   PhysicsWorld2D,</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   pibblPhysicsWorld2D,</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a> } from &quot;./lib/2d/runtime/world-component.js&quot;;</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a> import {</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   Capsule2D,</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>   Chain2D,</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a>   PhysicsShape2D,</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>   Segment2D,</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a> } from &quot;./lib/2d/canvas/components.js&quot;;</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a> import { withPhysicsShape2D } from &quot;./lib/2d/canvas/custom.js&quot;;</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a> import {</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>   applyForce2D,</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a>   applyImpulse2D,</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a>   applyTorque2D,</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a>   pibblPhysicsBody2D,</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>   disableBody2D,</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>   enableBody2D,</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a>   isPhysicsBodyHandle2D,</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>   physicsBodyHandleBinding2D,</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>   setAngularVelocity2D,</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>   setLinearVelocity2D,</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>   sleepBody2D,</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>   teleportBody2D,</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>   wakeBody2D,</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a> } from &quot;./lib/2d/runtime/body-handle.js&quot;;</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a> import { requirePhysicsWorld2DController } from &quot;./lib/2d/runtime/controller.js&quot;;</span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a> </span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a> export * from &quot;./2d-geometry.js&quot;;</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a> export {</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>   raycastShape2D,</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>   shapeCastAgainstShape2D,</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a> } from &quot;./lib/2d/collision/casts.js&quot;;</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a> export * from &quot;./lib/2d/types.js&quot;;</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a> </span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a> export { PhysicsWorld2D };</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a> export { PhysicsShape2D, Capsule2D, Segment2D, Chain2D };</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a> </span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a> export { collider2D, dynamicBody2D, kinematicBody2D, staticBody2D };</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a> export { withPhysicsShape2D };</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a> </span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a> export { pibblPhysicsBody2D };</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a> </span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a> export { pibblPhysicsWorld2D };</span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a> </span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a> export {</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a>   applyForce2D,</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>   applyImpulse2D,</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>   applyTorque2D,</span>
<span id="L71"><a href="#L71" aria-label="Line 71">71</a>   disableBody2D,</span>
<span id="L72"><a href="#L72" aria-label="Line 72">72</a>   enableBody2D,</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>   setAngularVelocity2D,</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>   setLinearVelocity2D,</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>   sleepBody2D,</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>   teleportBody2D,</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a>   wakeBody2D,</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a> };</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a> </span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a> /**</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>  * Tests whether the committed world has any ray match, stopping at the first match.</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>  *</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>  * @param ray - Ray origin, direction, and travel limit. See {@link PibblPhysicsRay2D}.</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>  * @returns Whether a matching collider exists.</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>  */</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a> export function raycastAny2D(</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a>   ray: PibblPhysicsRay2D,</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a> ): boolean {</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>   return requirePhysicsWorld2DController(world).raycast(ray, { ...options, mode: &quot;any&quot; });</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a> }</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a> </span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a> /**</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>  * Returns the first ray result ordered by time of impact, distance, then collider identity, or null.</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a>  *</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>  * @param ray - Ray origin, direction, and travel limit. See {@link PibblPhysicsRay2D}.</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a>  * @returns One result or null. See {@link PibblPhysicsQueryHit2D}.</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a>  */</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a> export function raycastClosest2D(</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>   ray: PibblPhysicsRay2D,</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a> ): PibblPhysicsQueryHit2D | null {</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>   return requirePhysicsWorld2DController(world).raycast(ray, { ...options, mode: &quot;closest&quot; });</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a> }</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a> </span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a> /**</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a>  * Returns all ray results ordered by time of impact, distance, then collider identity as a frozen array.</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>  *</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>  * @param ray - Ray origin, direction, and travel limit. See {@link PibblPhysicsRay2D}.</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>  * @returns Frozen results, empty when no collider matches. See {@link PibblPhysicsQueryHit2D}.</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>  */</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a> export function raycastAll2D(</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a>   ray: PibblPhysicsRay2D,</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a> ): readonly PibblPhysicsQueryHit2D[] {</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>   return requirePhysicsWorld2DController(world).raycast(ray, { ...options, mode: &quot;all&quot; });</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a> }</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a> </span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a> /**</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>  * Tests whether the committed world has any shape sweep match, stopping at the first match.</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a>  *</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>  * @param shape - Shape to sweep. See {@link PibblPhysicsShape2D}.</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>  * @param from - Initial shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>  * @param translation - Translation vector for the sweep. See {@link PibblPhysicsVector2}.</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>  * @returns Whether a matching collider exists.</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a>  */</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a> export function shapeCastAny2D(</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>   shape: PibblPhysicsShape2D,</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>   from: PibblPhysicsPose2D,</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>   translation: PibblPhysicsVector2,</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a> ): boolean {</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>   return requirePhysicsWorld2DController(world).shapeCast(shape, from, translation, { ...options, mode: &quot;any&quot; });</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a> }</span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a> </span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a> /**</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a>  * Returns the first shape sweep result ordered by time of impact, distance, then collider identity, or null.</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a>  *</span>
<span id="L151"><a href="#L151" aria-label="Line 151">151</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L152"><a href="#L152" aria-label="Line 152">152</a>  * @param shape - Shape to sweep. See {@link PibblPhysicsShape2D}.</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>  * @param from - Initial shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>  * @param translation - Translation vector for the sweep. See {@link PibblPhysicsVector2}.</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>  * @returns One result or null. See {@link PibblPhysicsQueryHit2D}.</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>  */</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a> export function shapeCastClosest2D(</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>   shape: PibblPhysicsShape2D,</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>   from: PibblPhysicsPose2D,</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a>   translation: PibblPhysicsVector2,</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a> ): PibblPhysicsQueryHit2D | null {</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>   return requirePhysicsWorld2DController(world).shapeCast(shape, from, translation, { ...options, mode: &quot;closest&quot; });</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a> }</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a> </span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a> /**</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a>  * Returns all shape sweep results ordered by time of impact, distance, then collider identity as a frozen array.</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>  *</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L172"><a href="#L172" aria-label="Line 172">172</a>  * @param shape - Shape to sweep. See {@link PibblPhysicsShape2D}.</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>  * @param from - Initial shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>  * @param translation - Translation vector for the sweep. See {@link PibblPhysicsVector2}.</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>  * @returns Frozen results, empty when no collider matches. See {@link PibblPhysicsQueryHit2D}.</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>  */</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a> export function shapeCastAll2D(</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>   shape: PibblPhysicsShape2D,</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>   from: PibblPhysicsPose2D,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>   translation: PibblPhysicsVector2,</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a> ): readonly PibblPhysicsQueryHit2D[] {</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>   return requirePhysicsWorld2DController(world).shapeCast(shape, from, translation, { ...options, mode: &quot;all&quot; });</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a> }</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a> </span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a> /**</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a>  * Tests whether the committed world has any shape overlap match, stopping at the first match.</span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a>  *</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a>  * @param shape - Shape to test. See {@link PibblPhysicsShape2D}.</span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a>  * @param pose - Shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>  * @returns Whether a matching collider exists.</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>  */</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a> export function hasShapeOverlap2D(</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a>   shape: PibblPhysicsShape2D,</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>   pose: PibblPhysicsPose2D,</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a> ): boolean {</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>   return requirePhysicsWorld2DController(world).overlapShape(shape, pose, { ...options, mode: &quot;any&quot; });</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a> }</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a> </span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a> /**</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>  * Returns the first shape overlap result ordered by collider index, then generation, or null.</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>  *</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>  * @param shape - Shape to test. See {@link PibblPhysicsShape2D}.</span>
<span id="L211"><a href="#L211" aria-label="Line 211">211</a>  * @param pose - Shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L212"><a href="#L212" aria-label="Line 212">212</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a>  * @returns One result or null. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>  */</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a> export function findShapeOverlap2D(</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>   shape: PibblPhysicsShape2D,</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>   pose: PibblPhysicsPose2D,</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a> ): PibblPhysicsQueryMatch2D | null {</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>   return requirePhysicsWorld2DController(world).overlapShape(shape, pose, { ...options, mode: &quot;closest&quot; });</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a> }</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a> </span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a> /**</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>  * Returns all shape overlap results ordered by collider index, then generation as a frozen array.</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>  *</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>  * @param shape - Shape to test. See {@link PibblPhysicsShape2D}.</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>  * @param pose - Shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>  * @returns Frozen results, empty when no collider matches. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a>  */</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a> export function findAllShapeOverlaps2D(</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>   shape: PibblPhysicsShape2D,</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>   pose: PibblPhysicsPose2D,</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a> ): readonly PibblPhysicsQueryMatch2D[] {</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>   return requirePhysicsWorld2DController(world).overlapShape(shape, pose, { ...options, mode: &quot;all&quot; });</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a> }</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a> </span>
<span id="L242"><a href="#L242" aria-label="Line 242">242</a> /**</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>  * Tests whether the committed world has any bounds intersection match, stopping at the first match.</span>
<span id="L244"><a href="#L244" aria-label="Line 244">244</a>  *</span>
<span id="L245"><a href="#L245" aria-label="Line 245">245</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>  * @param bounds - Axis-aligned query bounds. See {@link PibblPhysicsAabb2D}.</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>  * @returns Whether a matching collider exists.</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>  */</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a> export function hasAabbMatch2D(</span>
<span id="L251"><a href="#L251" aria-label="Line 251">251</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L252"><a href="#L252" aria-label="Line 252">252</a>   bounds: PibblPhysicsAabb2D,</span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a> ): boolean {</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a>   return requirePhysicsWorld2DController(world).queryAabb(bounds, { ...options, mode: &quot;any&quot; });</span>
<span id="L256"><a href="#L256" aria-label="Line 256">256</a> }</span>
<span id="L257"><a href="#L257" aria-label="Line 257">257</a> </span>
<span id="L258"><a href="#L258" aria-label="Line 258">258</a> /**</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a>  * Returns the first bounds intersection result ordered by collider index, then generation, or null.</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a>  *</span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a>  * @param bounds - Axis-aligned query bounds. See {@link PibblPhysicsAabb2D}.</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a>  * @returns One result or null. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>  */</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a> export function findAabbMatch2D(</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>   bounds: PibblPhysicsAabb2D,</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a> ): PibblPhysicsQueryMatch2D | null {</span>
<span id="L271"><a href="#L271" aria-label="Line 271">271</a>   return requirePhysicsWorld2DController(world).queryAabb(bounds, { ...options, mode: &quot;closest&quot; });</span>
<span id="L272"><a href="#L272" aria-label="Line 272">272</a> }</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a> </span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a> /**</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a>  * Returns all bounds intersection results ordered by collider index, then generation as a frozen array.</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>  *</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>  * @param bounds - Axis-aligned query bounds. See {@link PibblPhysicsAabb2D}.</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a>  * @returns Frozen results, empty when no collider matches. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L281"><a href="#L281" aria-label="Line 281">281</a>  */</span>
<span id="L282"><a href="#L282" aria-label="Line 282">282</a> export function findAllAabbMatches2D(</span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L284"><a href="#L284" aria-label="Line 284">284</a>   bounds: PibblPhysicsAabb2D,</span>
<span id="L285"><a href="#L285" aria-label="Line 285">285</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L286"><a href="#L286" aria-label="Line 286">286</a> ): readonly PibblPhysicsQueryMatch2D[] {</span>
<span id="L287"><a href="#L287" aria-label="Line 287">287</a>   return requirePhysicsWorld2DController(world).queryAabb(bounds, { ...options, mode: &quot;all&quot; });</span>
<span id="L288"><a href="#L288" aria-label="Line 288">288</a> }</span>
<span id="L289"><a href="#L289" aria-label="Line 289">289</a> </span>
<span id="L290"><a href="#L290" aria-label="Line 290">290</a> /**</span>
<span id="L291"><a href="#L291" aria-label="Line 291">291</a>  * Tests whether the committed world has any point containment match, stopping at the first match.</span>
<span id="L292"><a href="#L292" aria-label="Line 292">292</a>  *</span>
<span id="L293"><a href="#L293" aria-label="Line 293">293</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L294"><a href="#L294" aria-label="Line 294">294</a>  * @param point - Point in simulation coordinates. See {@link PibblPhysicsVector2}.</span>
<span id="L295"><a href="#L295" aria-label="Line 295">295</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L296"><a href="#L296" aria-label="Line 296">296</a>  * @returns Whether a matching collider exists.</span>
<span id="L297"><a href="#L297" aria-label="Line 297">297</a>  */</span>
<span id="L298"><a href="#L298" aria-label="Line 298">298</a> export function hasPointMatch2D(</span>
<span id="L299"><a href="#L299" aria-label="Line 299">299</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L300"><a href="#L300" aria-label="Line 300">300</a>   point: PibblPhysicsVector2,</span>
<span id="L301"><a href="#L301" aria-label="Line 301">301</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L302"><a href="#L302" aria-label="Line 302">302</a> ): boolean {</span>
<span id="L303"><a href="#L303" aria-label="Line 303">303</a>   return requirePhysicsWorld2DController(world).queryPoint(point, { ...options, mode: &quot;any&quot; });</span>
<span id="L304"><a href="#L304" aria-label="Line 304">304</a> }</span>
<span id="L305"><a href="#L305" aria-label="Line 305">305</a> </span>
<span id="L306"><a href="#L306" aria-label="Line 306">306</a> /**</span>
<span id="L307"><a href="#L307" aria-label="Line 307">307</a>  * Returns the first point containment result ordered by collider index, then generation, or null.</span>
<span id="L308"><a href="#L308" aria-label="Line 308">308</a>  *</span>
<span id="L309"><a href="#L309" aria-label="Line 309">309</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L310"><a href="#L310" aria-label="Line 310">310</a>  * @param point - Point in simulation coordinates. See {@link PibblPhysicsVector2}.</span>
<span id="L311"><a href="#L311" aria-label="Line 311">311</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L312"><a href="#L312" aria-label="Line 312">312</a>  * @returns One result or null. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L313"><a href="#L313" aria-label="Line 313">313</a>  */</span>
<span id="L314"><a href="#L314" aria-label="Line 314">314</a> export function findPointMatch2D(</span>
<span id="L315"><a href="#L315" aria-label="Line 315">315</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L316"><a href="#L316" aria-label="Line 316">316</a>   point: PibblPhysicsVector2,</span>
<span id="L317"><a href="#L317" aria-label="Line 317">317</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L318"><a href="#L318" aria-label="Line 318">318</a> ): PibblPhysicsQueryMatch2D | null {</span>
<span id="L319"><a href="#L319" aria-label="Line 319">319</a>   return requirePhysicsWorld2DController(world).queryPoint(point, { ...options, mode: &quot;closest&quot; });</span>
<span id="L320"><a href="#L320" aria-label="Line 320">320</a> }</span>
<span id="L321"><a href="#L321" aria-label="Line 321">321</a> </span>
<span id="L322"><a href="#L322" aria-label="Line 322">322</a> /**</span>
<span id="L323"><a href="#L323" aria-label="Line 323">323</a>  * Returns all point containment results ordered by collider index, then generation as a frozen array.</span>
<span id="L324"><a href="#L324" aria-label="Line 324">324</a>  *</span>
<span id="L325"><a href="#L325" aria-label="Line 325">325</a>  * @param world - World to query. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L326"><a href="#L326" aria-label="Line 326">326</a>  * @param point - Point in simulation coordinates. See {@link PibblPhysicsVector2}.</span>
<span id="L327"><a href="#L327" aria-label="Line 327">327</a>  * @param options - Sensor policy and collider filtering. See {@link PibblPhysicsQueryOptions2D}.</span>
<span id="L328"><a href="#L328" aria-label="Line 328">328</a>  * @returns Frozen results, empty when no collider matches. See {@link PibblPhysicsQueryMatch2D}.</span>
<span id="L329"><a href="#L329" aria-label="Line 329">329</a>  */</span>
<span id="L330"><a href="#L330" aria-label="Line 330">330</a> export function findAllPointMatches2D(</span>
<span id="L331"><a href="#L331" aria-label="Line 331">331</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L332"><a href="#L332" aria-label="Line 332">332</a>   point: PibblPhysicsVector2,</span>
<span id="L333"><a href="#L333" aria-label="Line 333">333</a>   options?: PibblPhysicsQueryOptions2D,</span>
<span id="L334"><a href="#L334" aria-label="Line 334">334</a> ): readonly PibblPhysicsQueryMatch2D[] {</span>
<span id="L335"><a href="#L335" aria-label="Line 335">335</a>   return requirePhysicsWorld2DController(world).queryPoint(point, { ...options, mode: &quot;all&quot; });</span>
<span id="L336"><a href="#L336" aria-label="Line 336">336</a> }</span>
<span id="L337"><a href="#L337" aria-label="Line 337">337</a> </span>
<span id="L338"><a href="#L338" aria-label="Line 338">338</a> /**</span>
<span id="L339"><a href="#L339" aria-label="Line 339">339</a>  * Converts root-logical pointer coordinates to this world's simulation space.</span>
<span id="L340"><a href="#L340" aria-label="Line 340">340</a>  *</span>
<span id="L341"><a href="#L341" aria-label="Line 341">341</a>  * @param world - World providing unit and coordinate conversion. See</span>
<span id="L342"><a href="#L342" aria-label="Line 342">342</a>  * {@link PibblPhysicsWorldHandle2D} .</span>
<span id="L343"><a href="#L343" aria-label="Line 343">343</a>  * @param point - Point in public Canvas coordinates. See {@link PibblPhysicsVector2}.</span>
<span id="L344"><a href="#L344" aria-label="Line 344">344</a>  * @returns The equivalent point in this world's local simulation space. See</span>
<span id="L345"><a href="#L345" aria-label="Line 345">345</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L346"><a href="#L346" aria-label="Line 346">346</a>  *</span>
<span id="L347"><a href="#L347" aria-label="Line 347">347</a>  * @see {@link PibblPhysicsWorldHandle2D}</span>
<span id="L348"><a href="#L348" aria-label="Line 348">348</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L349"><a href="#L349" aria-label="Line 349">349</a>  */</span>
<span id="L350"><a href="#L350" aria-label="Line 350">350</a> export function toPhysicsPoint2D(</span>
<span id="L351"><a href="#L351" aria-label="Line 351">351</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L352"><a href="#L352" aria-label="Line 352">352</a>   point: PibblPhysicsVector2,</span>
<span id="L353"><a href="#L353" aria-label="Line 353">353</a> ): PibblPhysicsVector2 {</span>
<span id="L354"><a href="#L354" aria-label="Line 354">354</a>   return requirePhysicsWorld2DController(world).convertPoint(point, false);</span>
<span id="L355"><a href="#L355" aria-label="Line 355">355</a> }</span>
<span id="L356"><a href="#L356" aria-label="Line 356">356</a> </span>
<span id="L357"><a href="#L357" aria-label="Line 357">357</a> /**</span>
<span id="L358"><a href="#L358" aria-label="Line 358">358</a>  * Converts a simulation-space point to root-logical Canvas coordinates.</span>
<span id="L359"><a href="#L359" aria-label="Line 359">359</a>  *</span>
<span id="L360"><a href="#L360" aria-label="Line 360">360</a>  * @param world - World providing unit and coordinate conversion. See</span>
<span id="L361"><a href="#L361" aria-label="Line 361">361</a>  * {@link PibblPhysicsWorldHandle2D} .</span>
<span id="L362"><a href="#L362" aria-label="Line 362">362</a>  * @param point - Point in this world's local simulation space. See {@link PibblPhysicsVector2}.</span>
<span id="L363"><a href="#L363" aria-label="Line 363">363</a>  * @returns The equivalent point in public Canvas coordinates. See {@link PibblPhysicsVector2}.</span>
<span id="L364"><a href="#L364" aria-label="Line 364">364</a>  *</span>
<span id="L365"><a href="#L365" aria-label="Line 365">365</a>  * @see {@link PibblPhysicsWorldHandle2D}</span>
<span id="L366"><a href="#L366" aria-label="Line 366">366</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L367"><a href="#L367" aria-label="Line 367">367</a>  */</span>
<span id="L368"><a href="#L368" aria-label="Line 368">368</a> export function fromPhysicsPoint2D(</span>
<span id="L369"><a href="#L369" aria-label="Line 369">369</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L370"><a href="#L370" aria-label="Line 370">370</a>   point: PibblPhysicsVector2,</span>
<span id="L371"><a href="#L371" aria-label="Line 371">371</a> ): PibblPhysicsVector2 {</span>
<span id="L372"><a href="#L372" aria-label="Line 372">372</a>   return requirePhysicsWorld2DController(world).convertPoint(point, true);</span>
<span id="L373"><a href="#L373" aria-label="Line 373">373</a> }</span>
<span id="L374"><a href="#L374" aria-label="Line 374">374</a> </span>
<span id="L375"><a href="#L375" aria-label="Line 375">375</a> export type {</span>
<span id="L376"><a href="#L376" aria-label="Line 376">376</a>   PibblPhysicsInspection2D,</span>
<span id="L377"><a href="#L377" aria-label="Line 377">377</a>   PibblPhysicsBodyInspection2D,</span>
<span id="L378"><a href="#L378" aria-label="Line 378">378</a>   PibblPhysicsColliderInspection2D,</span>
<span id="L379"><a href="#L379" aria-label="Line 379">379</a>   PibblPhysicsContactInspection2D,</span>
<span id="L380"><a href="#L380" aria-label="Line 380">380</a> } from &quot;./lib/2d/inspection-types.js&quot;;</span>
<span id="L381"><a href="#L381" aria-label="Line 381">381</a> </span>
<span id="L382"><a href="#L382" aria-label="Line 382">382</a> /**</span>
<span id="L383"><a href="#L383" aria-label="Line 383">383</a>  * Returns immutable JSON-safe observations without advancing the simulation. See</span>
<span id="L384"><a href="#L384" aria-label="Line 384">384</a>  * {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L385"><a href="#L385" aria-label="Line 385">385</a>  * @param world - World to inspect. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L386"><a href="#L386" aria-label="Line 386">386</a>  * @returns Current world simulation and ownership diagnostics.</span>
<span id="L387"><a href="#L387" aria-label="Line 387">387</a>  */</span>
<span id="L388"><a href="#L388" aria-label="Line 388">388</a> export function inspectPhysics2D(</span>
<span id="L389"><a href="#L389" aria-label="Line 389">389</a>   world: PibblPhysicsWorldHandle2D,</span>
<span id="L390"><a href="#L390" aria-label="Line 390">390</a> ): import(&quot;./lib/2d/inspection-types.js&quot;).PibblPhysicsInspection2D;</span>
<span id="L391"><a href="#L391" aria-label="Line 391">391</a> </span>
<span id="L392"><a href="#L392" aria-label="Line 392">392</a> /**</span>
<span id="L393"><a href="#L393" aria-label="Line 393">393</a>  * Returns the immutable observation for this currently bound body, if any. See</span>
<span id="L394"><a href="#L394" aria-label="Line 394">394</a>  * {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L395"><a href="#L395" aria-label="Line 395">395</a>  * @param body - Body to inspect. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L396"><a href="#L396" aria-label="Line 396">396</a>  * @returns Current body diagnostics, or undefined when the handle has no live body.</span>
<span id="L397"><a href="#L397" aria-label="Line 397">397</a>  */</span>
<span id="L398"><a href="#L398" aria-label="Line 398">398</a> export function inspectPhysics2D(</span>
<span id="L399"><a href="#L399" aria-label="Line 399">399</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L400"><a href="#L400" aria-label="Line 400">400</a> ): import(&quot;./lib/2d/inspection-types.js&quot;).PibblPhysicsBodyInspection2D | undefined;</span>
<span id="L401"><a href="#L401" aria-label="Line 401">401</a> /**</span>
<span id="L402"><a href="#L402" aria-label="Line 402">402</a>  * Returns a diagnostic snapshot of a live world or body, or undefined when unavailable.</span>
<span id="L403"><a href="#L403" aria-label="Line 403">403</a>  *</span>
<span id="L404"><a href="#L404" aria-label="Line 404">404</a>  * @param target - World or body handle to inspect. See {@link PibblPhysicsWorldHandle2D} ,</span>
<span id="L405"><a href="#L405" aria-label="Line 405">405</a>  * {@link PibblPhysicsBodyHandle2D} .</span>
<span id="L406"><a href="#L406" aria-label="Line 406">406</a>  * @returns The corresponding diagnostics, or undefined for an unmounted body.</span>
<span id="L407"><a href="#L407" aria-label="Line 407">407</a>  *</span>
<span id="L408"><a href="#L408" aria-label="Line 408">408</a>  * @see {@link PibblPhysicsWorldHandle2D}</span>
<span id="L409"><a href="#L409" aria-label="Line 409">409</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L410"><a href="#L410" aria-label="Line 410">410</a>  * @see {@link PibblPhysicsInspection2D}</span>
<span id="L411"><a href="#L411" aria-label="Line 411">411</a>  * @see {@link PibblPhysicsBodyInspection2D}</span>
<span id="L412"><a href="#L412" aria-label="Line 412">412</a>  */</span>
<span id="L413"><a href="#L413" aria-label="Line 413">413</a> export function inspectPhysics2D(</span>
<span id="L414"><a href="#L414" aria-label="Line 414">414</a>   target: PibblPhysicsWorldHandle2D | PibblPhysicsBodyHandle2D,</span>
<span id="L415"><a href="#L415" aria-label="Line 415">415</a> ):</span>
<span id="L416"><a href="#L416" aria-label="Line 416">416</a>   | import(&quot;./lib/2d/inspection-types.js&quot;).PibblPhysicsInspection2D</span>
<span id="L417"><a href="#L417" aria-label="Line 417">417</a>   | import(&quot;./lib/2d/inspection-types.js&quot;).PibblPhysicsBodyInspection2D</span>
<span id="L418"><a href="#L418" aria-label="Line 418">418</a>   | undefined {</span>
<span id="L419"><a href="#L419" aria-label="Line 419">419</a>   if (isPhysicsBodyHandle2D(target)) {</span>
<span id="L420"><a href="#L420" aria-label="Line 420">420</a>     const binding = physicsBodyHandleBinding2D(target);</span>
<span id="L421"><a href="#L421" aria-label="Line 421">421</a>     return binding?.controller.inspectBody(binding.bodyId);</span>
<span id="L422"><a href="#L422" aria-label="Line 422">422</a>   }</span>
<span id="L423"><a href="#L423" aria-label="Line 423">423</a>   return requirePhysicsWorld2DController(target).inspect();</span>
<span id="L424"><a href="#L424" aria-label="Line 424">424</a> }</span>
<span id="L425"><a href="#L425" aria-label="Line 425">425</a> </span>
<span id="L426"><a href="#L426" aria-label="Line 426">426</a> export {</span>
<span id="L427"><a href="#L427" aria-label="Line 427">427</a>   PhysicsDebug2D,</span>
<span id="L428"><a href="#L428" aria-label="Line 428">428</a>   type PibblPhysicsDebug2DProps,</span>
<span id="L429"><a href="#L429" aria-label="Line 429">429</a> } from &quot;./lib/2d/canvas/debug.js&quot;;</span>
<span id="L430"><a href="#L430" aria-label="Line 430">430</a> </span>
<span id="L431"><a href="#L431" aria-label="Line 431">431</a> /**</span>
<span id="L432"><a href="#L432" aria-label="Line 432">432</a>  * A borrowed committed solid batch, structurally compatible with a flow obstacle source.</span>
<span id="L433"><a href="#L433" aria-label="Line 433">433</a>  *</span>
<span id="L434"><a href="#L434" aria-label="Line 434">434</a>  * @param world - World supplying collider geometry. See {@link PibblPhysicsWorldHandle2D}.</span>
<span id="L435"><a href="#L435" aria-label="Line 435">435</a>  * @returns An obstacle source whose read method returns the current revision and packed geometry.</span>
<span id="L436"><a href="#L436" aria-label="Line 436">436</a>  *</span>
<span id="L437"><a href="#L437" aria-label="Line 437">437</a>  * @see {@link PibblPhysicsWorldHandle2D}</span>
<span id="L438"><a href="#L438" aria-label="Line 438">438</a>  */</span>
<span id="L439"><a href="#L439" aria-label="Line 439">439</a> export function physicsObstacles2D(world: PibblPhysicsWorldHandle2D): Readonly&lt;{</span>
<span id="L440"><a href="#L440" aria-label="Line 440">440</a>   read(): Readonly&lt;{ revision: number; boxes: Float64Array; ellipses: Float64Array; polygons: Float64Array }&gt;;</span>
<span id="L441"><a href="#L441" aria-label="Line 441">441</a> }&gt; {</span>
<span id="L442"><a href="#L442" aria-label="Line 442">442</a>   return requirePhysicsWorld2DController(world).getObstacleSource();</span>
<span id="L443"><a href="#L443" aria-label="Line 443">443</a> }</span>
<span id="L444"><a href="#L444" aria-label="Line 444">444</a> </span></code></pre>

## Documentation version

Documentation built with @pibbl/core 0.0.2, revision 272a94a. ALPHA — NOT FOR PRODUCTION USE.
