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# TableVisualState

A structure that represents the appearance of an object on the table.

```
struct TableVisualState
```

## Topics

### Representing collision states

[`var contacts: some Sequence<TableVisualState.Contact>`](/documentation/TabletopKit/TableVisualState/contacts)

Returns all contacts for the current update of the physics simulation.

[`func contacts<E>(of: E.Type) -> some Sequence<TableVisualState.Contact>`](/documentation/TabletopKit/TableVisualState/contacts(of:))

Returns all contacts for the current update of the physics simulation for a specified equipment type.

[`struct Contact`](/documentation/TabletopKit/TableVisualState/Contact)

An object that represents the contact of a collision during a simulation of tossable equipment.

### Representing 2D states

[`struct Point2D`](/documentation/TabletopKit/TableVisualState/Point2D)

An object that represents a point on the XZ plane.

[`struct Pose2D`](/documentation/TabletopKit/TableVisualState/Pose2D)

An object that represents a 2D position and orientation on the XZ plane.

### Representing 3D states

[`struct OrientedRect3D`](/documentation/TabletopKit/TableVisualState/OrientedRect3D)

An object that represents the position and orientation of a 3D rectangle.

[`func bounds(for: some Equipment) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/bounds(for:))

Returns the current pose and extents of the bounding box for the given equipment.
Returns `nil` if the equipment is not part of the game.

[`func bounds(forEquipment: some Equipment) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/bounds(forEquipment:))

[`func bounds(matching: EquipmentIdentifier) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/bounds(matching:))

[`func goalBounds(forEquipment: some Equipment) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/goalBounds(forEquipment:))

[`func goalBounds(matching: EquipmentIdentifier) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/goalBounds(matching:))

[`var tableBounds: TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/tableBounds)

### Representing seat states

[`func pose(for: some Equipment) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/pose(for:)-50h4r)

Returns the current pose for the given equipment.
Returns `nil` if the equipment is not part of the game.

[`func pose(for: some TableSeat) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/pose(for:)-8pm0h)

Returns the pose for the given seat.
Returns `nil` if the seat is not part of the game.

[`func pose(forSeat: some TableSeat) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/pose(forSeat:))

[`func pose(matching: TableSeatIdentifier) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/pose(matching:)-6bo29)

[`func pose(matching: EquipmentIdentifier) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/pose(matching:)-8nqm2)

Returns the current pose for the equipment matching the given ID.
Returns `nil` if the equipment is not part of the game.

### Representing the goal

[`func goalBounds(for: some Equipment) -> TableVisualState.OrientedRect3D?`](/documentation/TabletopKit/TableVisualState/goalBounds(for:))

Returns the goal pose and extents of the bounding box for the given equipment.
Returns `nil` if the equipment is not part of the game.

[`func goalPose(for: some Equipment) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/goalPose(for:))

Returns the goal pose for the given equipment.
Returns `nil` if the equipment is not part of the game.

[`func goalPose(matching: EquipmentIdentifier) -> Pose3D?`](/documentation/TabletopKit/TableVisualState/goalPose(matching:))

Returns the goal pose for the equipment matching the given ID.
Returns `nil` if the equipment is not part of the game.



---

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