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!;
}
}