using Robust.Shared.GameObjects; namespace Robust.Shared.Physics { /// /// Stores the broadphase structure for the relevant grid / map. /// [RegisterComponent] public sealed partial class BroadphaseComponent : Component { /// /// Stores all non-static bodies. /// public IBroadPhase DynamicTree = default!; /// /// Stores all static bodies. /// public IBroadPhase StaticTree = default!; /// /// Stores all other non-static entities not in another tree. /// public DynamicTree SundriesTree = default!; /// /// Stores all other static entities not in another tree. /// public DynamicTree StaticSundriesTree = default!; } }