# packages/core/src/features/physics/lib/2d/runtime/world-component.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/lib/2d/runtime/world-component.ts#L48).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import type { PibblComponent } from &quot;@pibbl/core&quot;;</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a> import {</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a>   pibblInternalCurrentSimulationOwner,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   pibblInternalCurrentWorldTransform,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>   setCurrentComponentAfterRender,</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a>   useInternalHookSlot,</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a> } from &quot;@pibbl/core/internal&quot;;</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a> import type {</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a>   PibblPhysicsWorld2DProps,</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>   PibblPhysicsWorldHandle2D,</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a> } from &quot;../types.js&quot;;</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a> import { resolveSignalFields } from &quot;../../shared/signal-inputs.js&quot;;</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a> import type { PibblResolvedPhysicsWorld2DProps } from &quot;./world-props.js&quot;;</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> import { pushPhysicsWorld2D, requireCurrentPhysicsWorld2D } from &quot;./context.js&quot;;</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> import { PhysicsWorld2DController } from &quot;./controller.js&quot;;</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a> </span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a> const renderPhysicsWorld2D: PibblComponent&lt;PibblPhysicsWorld2DProps&gt; = (props) =&gt; {</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>   const resolvedProps = resolveSignalFields&lt;PibblResolvedPhysicsWorld2DProps&gt;(</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>     props,</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>     WORLD_STRUCTURAL_FIELDS,</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a>   );</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>   const owner = pibblInternalCurrentSimulationOwner();</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   const slot = useInternalHookSlot(&quot;physicsWorld2DController&quot;, (teardowns) =&gt; {</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>     const controller = new PhysicsWorld2DController(owner, resolvedProps);</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>     teardowns.add(() =&gt; controller.dispose());</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>     return controller;</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   });</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>   const controller = slot.value;</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a>   controller.beginRender(resolvedProps, pibblInternalCurrentWorldTransform());</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>   const popWorld = pushPhysicsWorld2D(controller);</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>   try {</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>     setCurrentComponentAfterRender(popWorld);</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>   } catch (error) {</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>     popWorld();</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a>     throw error;</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a>   }</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a>   return props.children;</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a> };</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a> </span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a> const WORLD_STRUCTURAL_FIELDS = new Set&lt;PropertyKey&gt;([&quot;children&quot;]);</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a> </span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a> /**</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>  * Owns one transparent, component-scoped 2D physics world.</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>  *</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>  * @see {@link PibblComponent}</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>  * @see {@link PibblPhysicsWorld2DProps}</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a>  */</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a> export const PhysicsWorld2D = renderPhysicsWorld2D;</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> /**</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a>  * Returns the nearest 2D physics world while a descendant is evaluating.</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>  *</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>  * @returns A stable world handle that can be attached to a physics world. See</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>  * {@link PibblPhysicsWorldHandle2D} .</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>  *</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a>  * @see {@link PibblPhysicsWorldHandle2D}</span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a>  */</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a> export function pibblPhysicsWorld2D(): PibblPhysicsWorldHandle2D {</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a>   return requireCurrentPhysicsWorld2D().handle;</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a> }</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a> </span></code></pre>

## Documentation version

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