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@dimforge/rapier3d-compat - npm Package Compare versions

Comparing version 0.0.0-3666fff-20220701 to 0.0.0-4699217-20230304

control/character_controller.d.ts

35

dynamics/impulse_joint.d.ts

@@ -65,3 +65,3 @@ import { Rotation, Vector } from "../math";

*
* The first anchor gives the position of the points application point on the
* The first anchor gives the position of the application point on the
* local frame of the first rigid-body it is attached to.

@@ -73,6 +73,30 @@ */

*
* The second anchor gives the position of the points application point on the
* The second anchor gives the position of the application point on the
* local frame of the second rigid-body it is attached to.
*/
anchor2(): Vector;
/**
* Sets the position of the first anchor of this joint.
*
* The first anchor gives the position of the application point on the
* local frame of the first rigid-body it is attached to.
*/
setAnchor1(newPos: Vector): void;
/**
* Sets the position of the second anchor of this joint.
*
* The second anchor gives the position of the application point on the
* local frame of the second rigid-body it is attached to.
*/
setAnchor2(newPos: Vector): void;
/**
* Controls whether contacts are computed between colliders attached
* to the rigid-bodies linked by this joint.
*/
setContactsEnabled(enabled: boolean): void;
/**
* Indicates if contacts are enabled between colliders attached
* to the rigid-bodies linked by this joint.
*/
contactsEnabled(): boolean;
}

@@ -96,2 +120,9 @@ export declare class UnitImpulseJoint extends ImpulseJoint {

limitsMax(): number;
/**
* Sets the limits of this joint.
*
* @param min - The minimum bound of this joint’s free coordinate.
* @param max - The maximum bound of this joint’s free coordinate.
*/
setLimits(min: number, max: number): void;
configureMotorModel(model: MotorModel): void;

@@ -98,0 +129,0 @@ configureMotorVelocity(targetVel: number, factor: number): void;

@@ -16,2 +16,12 @@ import { RawJointAxis, RawMultibodyJointSet } from "../raw";

isValid(): boolean;
/**
* Controls whether contacts are computed between colliders attached
* to the rigid-bodies linked by this joint.
*/
setContactsEnabled(enabled: boolean): void;
/**
* Indicates if contacts are enabled between colliders attached
* to the rigid-bodies linked by this joint.
*/
contactsEnabled(): boolean;
}

@@ -18,0 +28,0 @@ export declare class UnitMultibodyJoint extends MultibodyJoint {

import { RawRigidBodySet } from "../raw";
import { Rotation, Vector } from "../math";
import { SdpMatrix3 } from "../math";
import { Collider, ColliderSet } from "../geometry";

@@ -80,2 +81,12 @@ /**

*/
setEnabledTranslations(enableX: boolean, enableY: boolean, enableZ: boolean, wakeUp: boolean): void;
/**
* Locks or unlocks the ability of this rigid-body to translate along individual coordinate axes.
*
* @param enableX - If `false`, this rigid-body will no longer translate due to torques and impulses, along the X coordinate axis.
* @param enableY - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Y coordinate axis.
* @param enableZ - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Z coordinate axis.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
* @deprecated use `this.setEnabledTranslations` with the same arguments instead.
*/
restrictTranslations(enableX: boolean, enableY: boolean, enableZ: boolean, wakeUp: boolean): void;

@@ -90,2 +101,12 @@ /**

*/
setEnabledRotations(enableX: boolean, enableY: boolean, enableZ: boolean, wakeUp: boolean): void;
/**
* Locks or unlocks the ability of this rigid-body to rotate along individual coordinate axes.
*
* @param enableX - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the X coordinate axis.
* @param enableY - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Y coordinate axis.
* @param enableZ - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Z coordinate axis.
* @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.
* @deprecated use `this.setEnabledRotations` with the same arguments instead.
*/
restrictRotations(enableX: boolean, enableY: boolean, enableZ: boolean, wakeUp: boolean): void;

@@ -215,2 +236,44 @@ /**

/**
* The inverse mass taking into account translation locking.
*/
effectiveInvMass(): Vector;
/**
* The inverse of the mass of a rigid-body.
*
* If this is zero, the rigid-body is assumed to have infinite mass.
*/
invMass(): number;
/**
* The center of mass of a rigid-body expressed in its local-space.
*/
localCom(): Vector;
/**
* The world-space center of mass of the rigid-body.
*/
worldCom(): Vector;
/**
* The inverse of the principal angular inertia of the rigid-body.
*
* Components set to zero are assumed to be infinite along the corresponding principal axis.
*/
invPrincipalInertiaSqrt(): Vector;
/**
* The angular inertia along the principal inertia axes of the rigid-body.
*/
principalInertia(): Vector;
/**
* The principal vectors of the local angular inertia tensor of the rigid-body.
*/
principalInertiaLocalFrame(): Rotation;
/**
* The square-root of the world-space inverse angular inertia tensor of the rigid-body,
* taking into account rotation locking.
*/
effectiveWorldInvInertiaSqrt(): SdpMatrix3;
/**
* The effective world-space angular inertia (that takes the potential rotation locking into account) of
* this rigid-body.
*/
effectiveAngularInertia(): SdpMatrix3;
/**
* Put this rigid body to sleep.

@@ -236,3 +299,3 @@ *

*/
isCcdEnabled(): void;
isCcdEnabled(): boolean;
/**

@@ -250,2 +313,12 @@ * The number of colliders attached to this rigid-body.

/**
* Sets whether this rigid-body is enabled or not.
*
* @param enabled - Set to `false` to disable this rigid-body and all its attached colliders.
*/
setEnabled(enabled: boolean): void;
/**
* Is this rigid-body enabled?
*/
isEnabled(): boolean;
/**
* The status of this rigid-body: static, dynamic, or kinematic.

@@ -257,3 +330,3 @@ */

*/
setBodyType(type: RigidBodyType): void;
setBodyType(type: RigidBodyType, wakeUp: boolean): void;
/**

@@ -294,2 +367,43 @@ * Is this rigid-body sleeping?

/**
* Recompute the mass-properties of this rigid-bodies based on its currently attached colliders.
*/
recomputeMassPropertiesFromColliders(): void;
/**
* Sets the rigid-body's additional mass.
*
* The total angular inertia of the rigid-body will be scaled automatically based on this additional mass. If this
* scaling effect isn’t desired, use Self::additional_mass_properties instead of this method.
*
* This is only the "additional" mass because the total mass of the rigid-body is equal to the sum of this
* additional mass and the mass computed from the colliders (with non-zero densities) attached to this rigid-body.
*
* That total mass (which includes the attached colliders’ contributions) will be updated at the name physics step,
* or can be updated manually with `this.recomputeMassPropertiesFromColliders`.
*
* This will override any previous additional mass-properties set by `this.setAdditionalMass`,
* `this.setAdditionalMassProperties`, `RigidBodyDesc::setAdditionalMass`, or
* `RigidBodyDesc.setAdditionalMassfProperties` for this rigid-body.
*
* @param mass - The additional mass to set.
* @param wakeUp - If `true` then the rigid-body will be woken up if it was put to sleep because it did not move for a while.
*/
setAdditionalMass(mass: number, wakeUp: boolean): void;
/**
* Sets the rigid-body's additional mass-properties.
*
* This is only the "additional" mass-properties because the total mass-properties of the rigid-body is equal to the
* sum of this additional mass-properties and the mass computed from the colliders (with non-zero densities) attached
* to this rigid-body.
*
* That total mass-properties (which include the attached colliders’ contributions) will be updated at the name
* physics step, or can be updated manually with `this.recomputeMassPropertiesFromColliders`.
*
* This will override any previous mass-properties set by `this.setAdditionalMass`,
* `this.setAdditionalMassProperties`, `RigidBodyDesc.setAdditionalMass`, or `RigidBodyDesc.setAdditionalMassProperties`
* for this rigid-body.
*
* If `wake_up` is true then the rigid-body will be woken up if it was put to sleep because it did not move for a while.
*/
setAdditionalMassProperties(mass: number, centerOfMass: Vector, principalAngularInertia: Vector, angularInertiaLocalFrame: Rotation, wakeUp: boolean): void;
/**
* Sets the linear damping factor applied to this rigid-body.

@@ -358,2 +472,3 @@ *

export declare class RigidBodyDesc {
enabled: boolean;
translation: Vector;

@@ -363,2 +478,3 @@ rotation: Rotation;

mass: number;
massOnly: boolean;
centerOfMass: Vector;

@@ -426,2 +542,7 @@ translationsEnabledX: boolean;

/**
* Sets whether the created rigid-body will be enabled or disabled.
* @param enabled − If set to `false` the rigid-body will be disabled at creation.
*/
setEnabled(enabled: boolean): RigidBodyDesc;
/**
* Sets the initial translation of the rigid-body to create.

@@ -487,7 +608,8 @@ *

/**
* Sets the mass properties of the rigid-body being built.
*
* @param principalAngularInertia − The initial principal angular inertia of the rigid-body to create.
* Allow translation of this rigid-body only along specific axes.
* @param translationsEnabledX - Are translations along the X axis enabled?
* @param translationsEnabledY - Are translations along the y axis enabled?
* @param translationsEnabledZ - Are translations along the Z axis enabled?
*/
setAdditionalPrincipalAngularInertia(principalAngularInertia: Vector): RigidBodyDesc;
enabledTranslations(translationsEnabledX: boolean, translationsEnabledY: boolean, translationsEnabledZ: boolean): RigidBodyDesc;
/**

@@ -498,2 +620,3 @@ * Allow translation of this rigid-body only along specific axes.

* @param translationsEnabledZ - Are translations along the Z axis enabled?
* @deprecated use `this.enabledTranslations` with the same arguments instead.
*/

@@ -512,2 +635,10 @@ restrictTranslations(translationsEnabledX: boolean, translationsEnabledY: boolean, translationsEnabledZ: boolean): RigidBodyDesc;

*/
enabledRotations(rotationsEnabledX: boolean, rotationsEnabledY: boolean, rotationsEnabledZ: boolean): RigidBodyDesc;
/**
* Allow rotation of this rigid-body only along specific axes.
* @param rotationsEnabledX - Are rotations along the X axis enabled?
* @param rotationsEnabledY - Are rotations along the y axis enabled?
* @param rotationsEnabledZ - Are rotations along the Z axis enabled?
* @deprecated use `this.enabledRotations` with the same arguments instead.
*/
restrictRotations(rotationsEnabledX: boolean, rotationsEnabledY: boolean, rotationsEnabledZ: boolean): RigidBodyDesc;

@@ -514,0 +645,0 @@ /**

@@ -7,1 +7,2 @@ export declare function version(): string;

export * from "./init";
export * from "./control";

@@ -20,2 +20,4 @@ import { RawColliderSet } from "../raw";

/** @internal */
castClosure<Res>(f?: (collider: Collider) => Res): (handle: ColliderHandle) => Res | undefined;
/** @internal */
finalizeDeserialization(bodies: RigidBodySet): void;

@@ -22,0 +24,0 @@ /**

@@ -11,10 +11,46 @@ import { Rotation, Vector } from "../math";

import { ColliderSet } from "./collider_set";
/**
* Flags affecting whether collision-detection happens between two colliders
* depending on the type of rigid-bodies they are attached to.
*/
export declare enum ActiveCollisionTypes {
/**
* Enable collision-detection between a collider attached to a dynamic body
* and another collider attached to a dynamic body.
*/
DYNAMIC_DYNAMIC = 1,
/**
* Enable collision-detection between a collider attached to a dynamic body
* and another collider attached to a kinematic body.
*/
DYNAMIC_KINEMATIC = 12,
/**
* Enable collision-detection between a collider attached to a dynamic body
* and another collider attached to a fixed body (or not attached to any body).
*/
DYNAMIC_FIXED = 2,
/**
* Enable collision-detection between a collider attached to a kinematic body
* and another collider attached to a kinematic body.
*/
KINEMATIC_KINEMATIC = 52224,
/**
* Enable collision-detection between a collider attached to a kinematic body
* and another collider attached to a fixed body (or not attached to any body).
*/
KINEMATIC_FIXED = 8704,
/**
* Enable collision-detection between a collider attached to a fixed body (or
* not attached to any body) and another collider attached to a fixed body (or
* not attached to any body).
*/
FIXED_FIXED = 32,
/**
* The default active collision types, enabling collisions between a dynamic body
* and another body of any type, but not enabling collisions between two non-dynamic bodies.
*/
DEFAULT = 15,
/**
* Enable collisions between any kind of rigid-bodies (including between two non-dynamic bodies).
*/
ALL = 60943

@@ -71,2 +107,12 @@ }

/**
* Sets whether this collider is enabled or not.
*
* @param enabled - Set to `false` to disable this collider (its parent rigid-body won’t be disabled automatically by this).
*/
setEnabled(enabled: boolean): void;
/**
* Is this collider enabled?
*/
isEnabled(): boolean;
/**
* Sets the restitution coefficient of the collider to be created.

@@ -159,2 +205,12 @@ *

/**
* Sets the total force magnitude beyond which a contact force event can be emitted.
*
* @param threshold - The new force threshold.
*/
setContactForceEventThreshold(threshold: number): void;
/**
* The total force magnitude beyond which a contact force event can be emitted.
*/
contactForceEventThreshold(): number;
/**
* Set the collision types active for this collider.

@@ -166,2 +222,32 @@ *

/**
* Sets the uniform density of this collider.
*
* This will override any previous mass-properties set by `this.setDensity`,
* `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,
* `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.
*
* The mass and angular inertia of this collider will be computed automatically based on its
* shape.
*/
setDensity(density: number): void;
/**
* Sets the mass of this collider.
*
* This will override any previous mass-properties set by `this.setDensity`,
* `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,
* `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.
*
* The angular inertia of this collider will be computed automatically based on its shape
* and this mass value.
*/
setMass(mass: number): void;
/**
* Sets the mass of this collider.
*
* This will override any previous mass-properties set by `this.setDensity`,
* `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,
* `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.
*/
setMassProperties(mass: number, centerOfMass: Vector, principalAngularInertia: Vector, angularInertiaLocalFrame: Rotation): void;
/**
* Sets the translation of this collider.

@@ -208,2 +294,8 @@ *

/**
* Sets the half-extents of this collider if it is a cuboid shape.
*
* @param newHalfExtents - desired half extents.
*/
setHalfExtents(newHalfExtents: Vector): void;
/**
* The radius of this collider if it is a ball, cylinder, capsule, or cone shape.

@@ -214,2 +306,8 @@ * @deprecated this field will be removed in the future, please access this field on `shape` member instead.

/**
* Sets the radius of this collider if it is a ball, cylinder, capsule, or cone shape.
*
* @param newRadius - desired radius.
*/
setRadius(newRadius: number): void;
/**
* The radius of the round edges of this collider if it is a round cylinder.

@@ -220,2 +318,8 @@ * @deprecated this field will be removed in the future, please access this field on `shape` member instead.

/**
* Sets the radius of the round edges of this collider if it has round edges.
*
* @param newBorderRadius - desired round edge radius.
*/
setRoundRadius(newBorderRadius: number): void;
/**
* The half height of this collider if it is a cylinder, capsule, or cone shape.

@@ -226,2 +330,8 @@ * @deprecated this field will be removed in the future, please access this field on `shape` member instead.

/**
* Sets the half height of this collider if it is a cylinder, capsule, or cone shape.
*
* @param newHalfheight - desired half height.
*/
setHalfHeight(newHalfheight: number): void;
/**
* If this collider has a triangle mesh, polyline, convex polygon, or convex polyhedron shape,

@@ -280,2 +390,10 @@ * this returns the vertex buffer of said shape.

/**
* The mass of this collider.
*/
mass(): number;
/**
* The volume of this collider.
*/
volume(): number;
/**
* The collision groups of this collider.

@@ -313,4 +431,4 @@ */

intersectsRay(ray: Ray, maxToi: number): boolean;
castShape(collider1Vel: Vector, shape2: Shape, shape2Pos: Vector, shape2Rot: Rotation, shape2Vel: Vector, maxToi: number): ShapeTOI | null;
castCollider(collider1Vel: Vector, collider2: Collider, collider2Vel: Vector, maxToi: number): ShapeColliderTOI | null;
castShape(collider1Vel: Vector, shape2: Shape, shape2Pos: Vector, shape2Rot: Rotation, shape2Vel: Vector, maxToi: number, stopAtPenetration: boolean): ShapeTOI | null;
castCollider(collider1Vel: Vector, collider2: Collider, collider2Vel: Vector, maxToi: number, stopAtPenetration: boolean): ShapeColliderTOI | null;
intersectsShape(shape2: Shape, shapePos2: Vector, shapeRot2: Rotation): boolean;

@@ -349,5 +467,11 @@ /**

}
export declare enum MassPropsMode {
Density = 0,
Mass = 1,
MassProps = 2
}
export declare class ColliderDesc {
enabled: boolean;
shape: Shape;
useMassProps: boolean;
massPropsMode: MassPropsMode;
mass: number;

@@ -370,2 +494,3 @@ centerOfMass: Vector;

activeCollisionTypes: ActiveCollisionTypes;
contactForceEventThreshold: number;
/**

@@ -534,8 +659,15 @@ * Initializes a collider descriptor from the collision shape.

*
* @param is - Set to `true` of the collider built is to be a sensor.
* @param sensor - Set to `true` of the collider built is to be a sensor.
*/
setSensor(is: boolean): ColliderDesc;
setSensor(sensor: boolean): ColliderDesc;
/**
* Sets whether the created collider will be enabled or disabled.
* @param enabled − If set to `false` the collider will be disabled at creation.
*/
setEnabled(enabled: boolean): ColliderDesc;
/**
* Sets the density of the collider being built.
*
* The mass and angular inertia tensor will be computed automatically based on this density and the collider’s shape.
*
* @param density - The density to set, must be greater or equal to 0. A density of 0 means that this collider

@@ -546,2 +678,10 @@ * will not affect the mass or angular inertia of the rigid-body it is attached to.

/**
* Sets the mass of the collider being built.
*
* The angular inertia tensor will be computed automatically based on this mass and the collider’s shape.
*
* @param mass - The mass to set, must be greater or equal to 0.
*/
setMass(mass: number): ColliderDesc;
/**
* Sets the mass properties of the collider being built.

@@ -631,2 +771,8 @@ *

setActiveCollisionTypes(activeCollisionTypes: ActiveCollisionTypes): ColliderDesc;
/**
* Sets the total force magnitude beyond which a contact force event can be emitted.
*
* @param threshold - The force threshold to set.
*/
setContactForceEventThreshold(threshold: number): ColliderDesc;
}

@@ -27,8 +27,11 @@ import { Vector, Rotation } from "../math";

* @param shapeVel2 - The velocity of the second shape.
* @param maxToi - The maximum time when the inpact can happen.
* @returns If the two moving shapes collider at some point along their trajectories, this retruns the
* time at which the two shape collider as well as the contact information durning the impact. Returns
* @param maxToi - The maximum time when the impact can happen.
* @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if
* the shape is penetrating another shape at its starting point **and** its trajectory is such
* that it’s on a path to exist that penetration state.
* @returns If the two moving shapes collider at some point along their trajectories, this returns the
* time at which the two shape collider as well as the contact information during the impact. Returns
* `null`if the two shapes never collide along their paths.
*/
castShape(shapePos1: Vector, shapeRot1: Rotation, shapeVel1: Vector, shape2: Shape, shapePos2: Vector, shapeRot2: Rotation, shapeVel2: Vector, maxToi: number): ShapeTOI | null;
castShape(shapePos1: Vector, shapeRot1: Rotation, shapeVel1: Vector, shape2: Shape, shapePos2: Vector, shapeRot2: Rotation, shapeVel2: Vector, maxToi: number, stopAtPenetration: boolean): ShapeTOI | null;
/**

@@ -82,3 +85,4 @@ * Tests if this shape intersects another shape.

RoundCone = 15,
RoundConvexPolyhedron = 16
RoundConvexPolyhedron = 16,
HalfSpace = 17
}

@@ -101,2 +105,16 @@ /**

}
export declare class HalfSpace extends Shape {
readonly type = ShapeType.HalfSpace;
/**
* The outward normal of the half-space.
*/
normal: Vector;
/**
* Creates a new halfspace delimited by an infinite plane.
*
* @param normal - The outward normal of the plane.
*/
constructor(normal: Vector);
intoRaw(): RawShape;
}
/**

@@ -103,0 +121,0 @@ * A shape that is a box in 3D and a rectangle in 2D.

import { RawVector, RawRotation } from "./raw";
import { RawSdpMatrix3 } from "./raw";
export interface Vector {

@@ -21,2 +22,3 @@ x: number;

static fromRaw(raw: RawVector): Vector;
static copy(out: Vector, input: Vector): void;
}

@@ -43,2 +45,52 @@ export interface Rotation {

static intoRaw(rot: Rotation): RawRotation;
static copy(out: Rotation, input: Rotation): void;
}
/**
* A 3D symmetric-positive-definite matrix.
*/
export declare class SdpMatrix3 {
/**
* Row major list of the upper-triangular part of the symmetric matrix.
*/
elements: Float32Array;
/**
* Matrix element at row 1, column 1.
*/
get m11(): number;
/**
* Matrix element at row 1, column 2.
*/
get m12(): number;
/**
* Matrix element at row 2, column 1.
*/
get m21(): number;
/**
* Matrix element at row 1, column 3.
*/
get m13(): number;
/**
* Matrix element at row 3, column 1.
*/
get m31(): number;
/**
* Matrix element at row 2, column 2.
*/
get m22(): number;
/**
* Matrix element at row 2, column 3.
*/
get m23(): number;
/**
* Matrix element at row 3, column 2.
*/
get m32(): number;
/**
* Matrix element at row 3, column 3.
*/
get m33(): number;
constructor(elements: Float32Array);
}
export declare class SdpMatrix3Ops {
static fromRaw(raw: RawSdpMatrix3): SdpMatrix3;
}

2

package.json

@@ -7,3 +7,3 @@ {

"description": "3-dimensional physics engine in Rust - official JS bindings. Compatibility package with inlined webassembly as base64.",
"version": "0.0.0-3666fff-20220701",
"version": "0.0.0-4699217-20230304",
"license": "Apache-2.0",

@@ -10,0 +10,0 @@ "repository": {

@@ -1,7 +0,57 @@

import { RawEventQueue } from "../raw";
import { RawContactForceEvent, RawEventQueue } from "../raw";
import { ColliderHandle } from "../geometry";
import { Vector } from "../math";
/**
* Flags indicating what events are enabled for colliders.
*/
export declare enum ActiveEvents {
COLLISION_EVENTS = 1
/**
* Enable collision events.
*/
COLLISION_EVENTS = 1,
/**
* Enable contact force events.
*/
CONTACT_FORCE_EVENTS = 2
}
/**
* Event occurring when the sum of the magnitudes of the
* contact forces between two colliders exceed a threshold.
*
* This object should **not** be stored anywhere. Its properties can only be
* read from within the closure given to `EventHandler.drainContactForceEvents`.
*/
export declare class TempContactForceEvent {
raw: RawContactForceEvent;
free(): void;
/**
* The first collider involved in the contact.
*/
collider1(): ColliderHandle;
/**
* The second collider involved in the contact.
*/
collider2(): ColliderHandle;
/**
* The sum of all the forces between the two colliders.
*/
totalForce(): Vector;
/**
* The sum of the magnitudes of each force between the two colliders.
*
* Note that this is **not** the same as the magnitude of `self.total_force`.
* Here we are summing the magnitude of all the forces, instead of taking
* the magnitude of their sum.
*/
totalForceMagnitude(): number;
/**
* The world-space (unit) direction of the force with strongest magnitude.
*/
maxForceDirection(): Vector;
/**
* The magnitude of the largest force at a contact point of this contact pair.
*/
maxForceMagnitude(): number;
}
/**
* A structure responsible for collecting events generated

@@ -39,2 +89,10 @@ * by the physics engine.

/**
* Applies the given javascript closure on each contact force event of this collector, then clear
* the internal collision event buffer.
*
* @param f - JavaScript closure applied to each collision event. The
* closure must take one `TempContactForceEvent` argument.
*/
drainContactForceEvents(f: (event: TempContactForceEvent) => void): void;
/**
* Removes all events contained by this collector

@@ -41,0 +99,0 @@ */

@@ -7,1 +7,2 @@ export * from "./world";

export * from "./debug_render_pipeline";
export * from "./query_pipeline";
import { RawQueryPipeline } from "../raw";
import { ColliderHandle, ColliderSet, InteractionGroups, PointColliderProjection, Ray, RayColliderIntersection, RayColliderToi, Shape, ShapeColliderTOI } from "../geometry";
import { IslandManager, RigidBodySet } from "../dynamics";
import { RigidBodyHandle, RigidBodySet } from "../dynamics";
import { Rotation, Vector } from "../math";
/**
* Flags for excluding whole sets of colliders from a scene query.
*/
export declare enum QueryFilterFlags {
/**
* Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached.
*/
EXCLUDE_FIXED = 1,
/**
* Exclude from the query any collider attached to a dynamic rigid-body.
*/
EXCLUDE_KINEMATIC = 2,
/**
* Exclude from the query any collider attached to a kinematic rigid-body.
*/
EXCLUDE_DYNAMIC = 4,
/**
* Exclude from the query any collider that is a sensor.
*/
EXCLUDE_SENSORS = 8,
/**
* Exclude from the query any collider that is not a sensor.
*/
EXCLUDE_SOLIDS = 16,
/**
* Excludes all colliders not attached to a dynamic rigid-body.
*/
ONLY_DYNAMIC = 3,
/**
* Excludes all colliders not attached to a kinematic rigid-body.
*/
ONLY_KINEMATIC = 5,
/**
* Exclude all colliders attached to a non-fixed rigid-body
* (this will not exclude colliders not attached to any rigid-body).
*/
ONLY_FIXED = 6
}
/**
* A pipeline for performing queries on all the colliders of a scene.

@@ -23,3 +61,3 @@ *

*/
update(islands: IslandManager, bodies: RigidBodySet, colliders: ColliderSet): void;
update(bodies: RigidBodySet, colliders: ColliderSet): void;
/**

@@ -38,3 +76,3 @@ * Find the closest intersection between a ray and a set of collider.

*/
castRay(colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): RayColliderToi | null;
castRay(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): RayColliderToi | null;
/**

@@ -53,3 +91,3 @@ * Find the closest intersection between a ray and a set of collider.

*/
castRayAndGetNormal(colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): RayColliderIntersection | null;
castRayAndGetNormal(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): RayColliderIntersection | null;
/**

@@ -69,3 +107,3 @@ * Cast a ray and collects all the intersections between a ray and the scene.

*/
intersectionsWithRay(colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, callback: (intersect: RayColliderIntersection) => boolean, filter?: (collider: ColliderHandle) => boolean): void;
intersectionsWithRay(bodies: RigidBodySet, colliders: ColliderSet, ray: Ray, maxToi: number, solid: boolean, callback: (intersect: RayColliderIntersection) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void;
/**

@@ -81,3 +119,3 @@ * Gets the handle of up to one collider intersecting the given shape.

*/
intersectionWithShape(colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): ColliderHandle | null;
intersectionWithShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): ColliderHandle | null;
/**

@@ -96,3 +134,3 @@ * Find the projection of a point on the closest collider.

*/
projectPoint(colliders: ColliderSet, point: Vector, solid: boolean, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): PointColliderProjection | null;
projectPoint(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): PointColliderProjection | null;
/**

@@ -106,3 +144,3 @@ * Find the projection of a point on the closest collider.

*/
projectPointAndGetFeature(colliders: ColliderSet, point: Vector, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): PointColliderProjection | null;
projectPointAndGetFeature(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): PointColliderProjection | null;
/**

@@ -118,3 +156,3 @@ * Find all the colliders containing the given point.

*/
intersectionsWithPoint(colliders: ColliderSet, point: Vector, groups: InteractionGroups, callback: (handle: ColliderHandle) => boolean, filter?: (collider: ColliderHandle) => boolean): void;
intersectionsWithPoint(bodies: RigidBodySet, colliders: ColliderSet, point: Vector, callback: (handle: ColliderHandle) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void;
/**

@@ -132,6 +170,9 @@ * Casts a shape at a constant linear velocity and retrieve the first collider it hits.

* limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
* @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if
* the shape is penetrating another shape at its starting point **and** its trajectory is such
* that it’s on a path to exist that penetration state.
* @param groups - The bit groups and filter associated to the shape to cast, in order to only
* test on colliders with collision groups compatible with this group.
*/
castShape(colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, groups: InteractionGroups, filter?: (collider: ColliderHandle) => boolean): ShapeColliderTOI | null;
castShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, stopAtPenetration: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): ShapeColliderTOI | null;
/**

@@ -148,3 +189,3 @@ * Retrieve all the colliders intersecting the given shape.

*/
intersectionsWithShape(colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups, callback: (handle: ColliderHandle) => boolean, filter?: (collider: ColliderHandle) => boolean): void;
intersectionsWithShape(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shape: Shape, callback: (handle: ColliderHandle) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (collider: ColliderHandle) => boolean): void;
/**

@@ -151,0 +192,0 @@ * Finds the handles of all the colliders with an AABB intersecting the given AABB.

@@ -6,3 +6,3 @@ import { RawBroadPhase, RawCCDSolver, RawColliderSet, RawDeserializedWorld, RawIntegrationParameters, RawIslandManager, RawImpulseJointSet, RawMultibodyJointSet, RawNarrowPhase, RawPhysicsPipeline, RawQueryPipeline, RawRigidBodySet, RawSerializationPipeline, RawDebugRenderPipeline } from "../raw";

import { PhysicsPipeline } from "./physics_pipeline";
import { QueryPipeline } from "./query_pipeline";
import { QueryFilterFlags, QueryPipeline } from "./query_pipeline";
import { SerializationPipeline } from "./serialization_pipeline";

@@ -12,2 +12,3 @@ import { EventQueue } from "./event_queue";

import { DebugRenderBuffers, DebugRenderPipeline } from "./debug_render_pipeline";
import { KinematicCharacterController } from "../control";
/**

@@ -34,2 +35,3 @@ * The physics world.

debugRenderPipeline: DebugRenderPipeline;
characterControllers: Set<KinematicCharacterController>;
/**

@@ -71,2 +73,16 @@ * Release the WASM memory occupied by this physics world.

/**
* Update colliders positions after rigid-bodies moved.
*
* When a rigid-body moves, the positions of the colliders attached to it need to be updated. This update is
* generally automatically done at the beginning and the end of each simulation step with World.step.
* If the positions need to be updated without running a simulation step this method can be called manually.
*/
propagateModifiedBodyPositionsToColliders(): void;
/**
* Ensure subsequent scene queries take into account the collider positions set before this method is called.
*
* This does not step the physics simulation forward.
*/
updateSceneQueries(): void;
/**
* The current simulation timestep.

@@ -132,2 +148,14 @@ */

/**
* Creates a new character controller.
*
* @param offset - The artificial gap added between the character’s chape and its environment.
*/
createCharacterController(offset: number): KinematicCharacterController;
/**
* Removes a character controller from this world.
*
* @param controller - The character controller to remove.
*/
removeCharacterController(controller: KinematicCharacterController): void;
/**
* Creates a new collider.

@@ -245,3 +273,3 @@ *

*/
castRay(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, filter?: (collider: Collider) => boolean): RayColliderToi | null;
castRay(ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): RayColliderToi | null;
/**

@@ -259,3 +287,3 @@ * Find the closest intersection between a ray and the physics world.

*/
castRayAndGetNormal(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, filter?: (collider: Collider) => boolean): RayColliderIntersection | null;
castRayAndGetNormal(ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): RayColliderIntersection | null;
/**

@@ -274,3 +302,3 @@ * Cast a ray and collects all the intersections between a ray and the scene.

*/
intersectionsWithRay(ray: Ray, maxToi: number, solid: boolean, groups: InteractionGroups, callback: (intersect: RayColliderIntersection) => boolean, filter?: (collider: Collider) => boolean): void;
intersectionsWithRay(ray: Ray, maxToi: number, solid: boolean, callback: (intersect: RayColliderIntersection) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void;
/**

@@ -285,3 +313,3 @@ * Gets the handle of up to one collider intersecting the given shape.

*/
intersectionWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups, filter?: (collider: Collider) => boolean): Collider | null;
intersectionWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): Collider | null;
/**

@@ -299,3 +327,3 @@ * Find the projection of a point on the closest collider.

*/
projectPoint(point: Vector, solid: boolean, groups: InteractionGroups, filter?: (collider: Collider) => boolean): PointColliderProjection | null;
projectPoint(point: Vector, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): PointColliderProjection | null;
/**

@@ -308,3 +336,3 @@ * Find the projection of a point on the closest collider.

*/
projectPointAndGetFeature(point: Vector, groups: InteractionGroups, filter?: (collider: Collider) => boolean): PointColliderProjection | null;
projectPointAndGetFeature(point: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): PointColliderProjection | null;
/**

@@ -319,3 +347,3 @@ * Find all the colliders containing the given point.

*/
intersectionsWithPoint(point: Vector, groups: InteractionGroups, callback: (handle: Collider) => boolean, filter?: (collider: Collider) => boolean): void;
intersectionsWithPoint(point: Vector, callback: (handle: Collider) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void;
/**

@@ -332,6 +360,9 @@ * Casts a shape at a constant linear velocity and retrieve the first collider it hits.

* limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
* @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if
* the shape is penetrating another shape at its starting point **and** its trajectory is such
* that it’s on a path to exist that penetration state.
* @param groups - The bit groups and filter associated to the shape to cast, in order to only
* test on colliders with collision groups compatible with this group.
*/
castShape(shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, groups: InteractionGroups, filter?: (collider: Collider) => boolean): ShapeColliderTOI | null;
castShape(shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, stopAtPenetration: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): ShapeColliderTOI | null;
/**

@@ -347,3 +378,3 @@ * Retrieve all the colliders intersecting the given shape.

*/
intersectionsWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, groups: InteractionGroups, callback: (handle: Collider) => boolean, filter?: (collider: Collider) => boolean): void;
intersectionsWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, callback: (collider: Collider) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void;
/**

@@ -350,0 +381,0 @@ * Finds the handles of all the colliders with an AABB intersecting the given AABB.

@@ -5,2 +5,39 @@ /* tslint:disable */

export function version(a: number): void;
export function __wbg_rawkinematiccharactercontroller_free(a: number): void;
export function rawkinematiccharactercontroller_new(a: number): number;
export function rawkinematiccharactercontroller_up(a: number): number;
export function rawkinematiccharactercontroller_setUp(a: number, b: number): void;
export function rawkinematiccharactercontroller_offset(a: number): number;
export function rawkinematiccharactercontroller_setOffset(a: number, b: number): void;
export function rawkinematiccharactercontroller_slideEnabled(a: number): number;
export function rawkinematiccharactercontroller_setSlideEnabled(a: number, b: number): void;
export function rawkinematiccharactercontroller_autostepMaxHeight(a: number, b: number): void;
export function rawkinematiccharactercontroller_autostepMinWidth(a: number, b: number): void;
export function rawkinematiccharactercontroller_autostepIncludesDynamicBodies(a: number): number;
export function rawkinematiccharactercontroller_autostepEnabled(a: number): number;
export function rawkinematiccharactercontroller_enableAutostep(a: number, b: number, c: number, d: number): void;
export function rawkinematiccharactercontroller_disableAutostep(a: number): void;
export function rawkinematiccharactercontroller_maxSlopeClimbAngle(a: number): number;
export function rawkinematiccharactercontroller_setMaxSlopeClimbAngle(a: number, b: number): void;
export function rawkinematiccharactercontroller_minSlopeSlideAngle(a: number): number;
export function rawkinematiccharactercontroller_setMinSlopeSlideAngle(a: number, b: number): void;
export function rawkinematiccharactercontroller_snapToGroundDistance(a: number, b: number): void;
export function rawkinematiccharactercontroller_enableSnapToGround(a: number, b: number): void;
export function rawkinematiccharactercontroller_disableSnapToGround(a: number): void;
export function rawkinematiccharactercontroller_snapToGroundEnabled(a: number): number;
export function rawkinematiccharactercontroller_computeColliderMovement(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number): void;
export function rawkinematiccharactercontroller_computedMovement(a: number): number;
export function rawkinematiccharactercontroller_computedGrounded(a: number): number;
export function rawkinematiccharactercontroller_numComputedCollisions(a: number): number;
export function rawkinematiccharactercontroller_computedCollision(a: number, b: number, c: number): number;
export function __wbg_rawcharactercollision_free(a: number): void;
export function rawcharactercollision_new(): number;
export function rawcharactercollision_handle(a: number): number;
export function rawcharactercollision_translationApplied(a: number): number;
export function rawcharactercollision_translationRemaining(a: number): number;
export function rawcharactercollision_toi(a: number): number;
export function rawcharactercollision_worldWitness1(a: number): number;
export function rawcharactercollision_worldWitness2(a: number): number;
export function rawcharactercollision_worldNormal1(a: number): number;
export function rawcharactercollision_worldNormal2(a: number): number;
export function __wbg_rawccdsolver_free(a: number): void;

@@ -15,5 +52,10 @@ export function rawccdsolver_new(): number;

export function rawimpulsejointset_jointAnchor2(a: number, b: number): number;
export function rawimpulsejointset_jointSetAnchor1(a: number, b: number, c: number): void;
export function rawimpulsejointset_jointSetAnchor2(a: number, b: number, c: number): void;
export function rawimpulsejointset_jointContactsEnabled(a: number, b: number): number;
export function rawimpulsejointset_jointSetContactsEnabled(a: number, b: number, c: number): void;
export function rawimpulsejointset_jointLimitsEnabled(a: number, b: number, c: number): number;
export function rawimpulsejointset_jointLimitsMin(a: number, b: number, c: number): number;
export function rawimpulsejointset_jointLimitsMax(a: number, b: number, c: number): number;
export function rawimpulsejointset_jointSetLimits(a: number, b: number, c: number, d: number, e: number): void;
export function rawimpulsejointset_jointConfigureMotorModel(a: number, b: number, c: number, d: number): void;

@@ -34,3 +76,2 @@ export function rawimpulsejointset_jointConfigureMotorVelocity(a: number, b: number, c: number, d: number, e: number): void;

export function rawintegrationparameters_dt(a: number): number;
export function rawintegrationparameters_erp(a: number): number;
export function rawintegrationparameters_allowedLinearError(a: number): number;

@@ -65,2 +106,4 @@ export function rawintegrationparameters_predictionDistance(a: number): number;

export function rawmultibodyjointset_jointAnchor2(a: number, b: number): number;
export function rawmultibodyjointset_jointContactsEnabled(a: number, b: number): number;
export function rawmultibodyjointset_jointSetContactsEnabled(a: number, b: number, c: number): void;
export function rawmultibodyjointset_jointLimitsEnabled(a: number, b: number, c: number): number;

@@ -89,8 +132,11 @@ export function rawmultibodyjointset_jointLimitsMin(a: number, b: number, c: number): number;

export function rawrigidbodyset_rbSetNextKinematicRotation(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawrigidbodyset_rbRecomputeMassPropertiesFromColliders(a: number, b: number, c: number): void;
export function rawrigidbodyset_rbSetAdditionalMass(a: number, b: number, c: number, d: number): void;
export function rawrigidbodyset_rbSetAdditionalMassProperties(a: number, b: number, c: number, d: number, e: number, f: number, g: number): void;
export function rawrigidbodyset_rbLinvel(a: number, b: number): number;
export function rawrigidbodyset_rbAngvel(a: number, b: number): number;
export function rawrigidbodyset_rbLockTranslations(a: number, b: number, c: number, d: number): void;
export function rawrigidbodyset_rbRestrictTranslations(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawrigidbodyset_rbSetEnabledTranslations(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawrigidbodyset_rbLockRotations(a: number, b: number, c: number, d: number): void;
export function rawrigidbodyset_rbRestrictRotations(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawrigidbodyset_rbSetEnabledRotations(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawrigidbodyset_rbDominanceGroup(a: number, b: number): number;

@@ -100,2 +146,11 @@ export function rawrigidbodyset_rbSetDominanceGroup(a: number, b: number, c: number): void;

export function rawrigidbodyset_rbMass(a: number, b: number): number;
export function rawrigidbodyset_rbInvMass(a: number, b: number): number;
export function rawrigidbodyset_rbEffectiveInvMass(a: number, b: number): number;
export function rawrigidbodyset_rbLocalCom(a: number, b: number): number;
export function rawrigidbodyset_rbWorldCom(a: number, b: number): number;
export function rawrigidbodyset_rbInvPrincipalInertiaSqrt(a: number, b: number): number;
export function rawrigidbodyset_rbPrincipalInertiaLocalFrame(a: number, b: number): number;
export function rawrigidbodyset_rbPrincipalInertia(a: number, b: number): number;
export function rawrigidbodyset_rbEffectiveWorldInvInertiaSqrt(a: number, b: number): number;
export function rawrigidbodyset_rbEffectiveAngularInertia(a: number, b: number): number;
export function rawrigidbodyset_rbWakeUp(a: number, b: number): void;

@@ -106,3 +161,3 @@ export function rawrigidbodyset_rbIsCcdEnabled(a: number, b: number): number;

export function rawrigidbodyset_rbBodyType(a: number, b: number): number;
export function rawrigidbodyset_rbSetBodyType(a: number, b: number, c: number): void;
export function rawrigidbodyset_rbSetBodyType(a: number, b: number, c: number, d: number): void;
export function rawrigidbodyset_rbIsFixed(a: number, b: number): number;

@@ -115,2 +170,4 @@ export function rawrigidbodyset_rbIsKinematic(a: number, b: number): number;

export function rawrigidbodyset_rbSetAngularDamping(a: number, b: number, c: number): void;
export function rawrigidbodyset_rbSetEnabled(a: number, b: number, c: number): void;
export function rawrigidbodyset_rbIsEnabled(a: number, b: number): number;
export function rawrigidbodyset_rbGravityScale(a: number, b: number): number;

@@ -130,3 +187,3 @@ export function rawrigidbodyset_rbSetGravityScale(a: number, b: number, c: number, d: number): void;

export function rawrigidbodyset_new(): number;
export function rawrigidbodyset_createRigidBody(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number): number;
export function rawrigidbodyset_createRigidBody(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number): number;
export function rawrigidbodyset_remove(a: number, b: number, c: number, d: number, e: number, f: number): void;

@@ -136,2 +193,3 @@ export function rawrigidbodyset_len(a: number): number;

export function rawrigidbodyset_forEachRigidBodyHandle(a: number, b: number): void;
export function rawrigidbodyset_propagateModifiedBodyPositionsToColliders(a: number, b: number): void;
export function __wbg_rawbroadphase_free(a: number): void;

@@ -147,6 +205,11 @@ export function rawbroadphase_new(): number;

export function rawcolliderset_coShapeType(a: number, b: number): number;
export function rawcolliderset_coHalfspaceNormal(a: number, b: number): number;
export function rawcolliderset_coHalfExtents(a: number, b: number): number;
export function rawcolliderset_coSetHalfExtents(a: number, b: number, c: number): void;
export function rawcolliderset_coRadius(a: number, b: number, c: number): void;
export function rawcolliderset_coSetRadius(a: number, b: number, c: number): void;
export function rawcolliderset_coHalfHeight(a: number, b: number, c: number): void;
export function rawcolliderset_coSetHalfHeight(a: number, b: number, c: number): void;
export function rawcolliderset_coRoundRadius(a: number, b: number, c: number): void;
export function rawcolliderset_coSetRoundRadius(a: number, b: number, c: number): void;
export function rawcolliderset_coVertices(a: number, b: number, c: number): void;

@@ -159,5 +222,9 @@ export function rawcolliderset_coIndices(a: number, b: number, c: number): void;

export function rawcolliderset_coParent(a: number, b: number, c: number): void;
export function rawcolliderset_coSetEnabled(a: number, b: number, c: number): void;
export function rawcolliderset_coIsEnabled(a: number, b: number): number;
export function rawcolliderset_coFriction(a: number, b: number): number;
export function rawcolliderset_coRestitution(a: number, b: number): number;
export function rawcolliderset_coDensity(a: number, b: number, c: number): void;
export function rawcolliderset_coDensity(a: number, b: number): number;
export function rawcolliderset_coMass(a: number, b: number): number;
export function rawcolliderset_coVolume(a: number, b: number): number;
export function rawcolliderset_coCollisionGroups(a: number, b: number): number;

@@ -168,5 +235,6 @@ export function rawcolliderset_coSolverGroups(a: number, b: number): number;

export function rawcolliderset_coActiveEvents(a: number, b: number): number;
export function rawcolliderset_coContactForceEventThreshold(a: number, b: number): number;
export function rawcolliderset_coContainsPoint(a: number, b: number, c: number): number;
export function rawcolliderset_coCastShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number): number;
export function rawcolliderset_coCastCollider(a: number, b: number, c: number, d: number, e: number, f: number): number;
export function rawcolliderset_coCastShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number): number;
export function rawcolliderset_coCastCollider(a: number, b: number, c: number, d: number, e: number, f: number, g: number): number;
export function rawcolliderset_coIntersectsShape(a: number, b: number, c: number, d: number, e: number): number;

@@ -192,2 +260,6 @@ export function rawcolliderset_coContactShape(a: number, b: number, c: number, d: number, e: number, f: number): number;

export function rawcolliderset_coSetShape(a: number, b: number, c: number): void;
export function rawcolliderset_coSetContactForceEventThreshold(a: number, b: number, c: number): void;
export function rawcolliderset_coSetDensity(a: number, b: number, c: number): void;
export function rawcolliderset_coSetMass(a: number, b: number, c: number): void;
export function rawcolliderset_coSetMassProperties(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function __wbg_rawcolliderset_free(a: number): void;

@@ -197,3 +269,3 @@ export function rawcolliderset_new(): number;

export function rawcolliderset_contains(a: number, b: number): number;
export function rawcolliderset_createCollider(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number): void;
export function rawcolliderset_createCollider(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number): void;
export function rawcolliderset_remove(a: number, b: number, c: number, d: number, e: number): void;

@@ -203,5 +275,2 @@ export function rawcolliderset_forEachColliderHandle(a: number, b: number): void;

export function rawshapecontact_distance(a: number): number;
export function rawshapecontact_point2(a: number): number;
export function rawshapecontact_normal1(a: number): number;
export function rawshapecontact_normal2(a: number): number;
export function __wbg_rawnarrowphase_free(a: number): void;

@@ -239,12 +308,7 @@ export function rawnarrowphase_new(): number;

export function __wbg_rawpointprojection_free(a: number): void;
export function rawpointprojection_point(a: number): number;
export function rawpointprojection_isInside(a: number): number;
export function __wbg_rawpointcolliderprojection_free(a: number): void;
export function rawpointcolliderprojection_colliderHandle(a: number): number;
export function rawpointcolliderprojection_point(a: number): number;
export function rawpointcolliderprojection_isInside(a: number): number;
export function rawpointcolliderprojection_featureType(a: number): number;
export function rawpointcolliderprojection_featureId(a: number, b: number): void;
export function __wbg_rawrayintersection_free(a: number): void;
export function rawrayintersection_normal(a: number): number;
export function rawrayintersection_featureType(a: number): number;

@@ -254,2 +318,4 @@ export function rawrayintersection_featureId(a: number, b: number): void;

export function rawraycolliderintersection_toi(a: number): number;
export function rawraycolliderintersection_featureType(a: number): number;
export function rawraycolliderintersection_featureId(a: number, b: number): void;
export function __wbg_rawraycollidertoi_free(a: number): void;

@@ -260,2 +326,3 @@ export function __wbg_rawshape_free(a: number): void;

export function rawshape_ball(a: number): number;
export function rawshape_halfspace(a: number): number;
export function rawshape_capsule(a: number, b: number): number;

@@ -276,3 +343,3 @@ export function rawshape_cylinder(a: number, b: number): number;

export function rawshape_roundConvexMesh(a: number, b: number, c: number, d: number, e: number): number;
export function rawshape_castShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number): number;
export function rawshape_castShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number): number;
export function rawshape_intersectsShape(a: number, b: number, c: number, d: number, e: number, f: number): number;

@@ -286,3 +353,3 @@ export function rawshape_contactShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number): number;

export function __wbg_rawshapetoi_free(a: number): void;
export function rawshapetoi_witness2(a: number): number;
export function rawshapetoi_witness1(a: number): number;
export function rawshapetoi_normal1(a: number): number;

@@ -292,3 +359,2 @@ export function rawshapetoi_normal2(a: number): number;

export function rawshapecollidertoi_witness2(a: number): number;
export function rawshapecollidertoi_normal1(a: number): number;
export function rawshapecollidertoi_normal2(a: number): number;

@@ -308,2 +374,3 @@ export function rawrotation_new(a: number, b: number, c: number, d: number): number;

export function rawvector_zyx(a: number): number;
export function rawsdpmatrix3_elements(a: number): number;
export function __wbg_rawdebugrenderpipeline_free(a: number): void;

@@ -315,4 +382,11 @@ export function rawdebugrenderpipeline_new(): number;

export function __wbg_raweventqueue_free(a: number): void;
export function __wbg_rawcontactforceevent_free(a: number): void;
export function rawcontactforceevent_collider2(a: number): number;
export function rawcontactforceevent_total_force(a: number): number;
export function rawcontactforceevent_total_force_magnitude(a: number): number;
export function rawcontactforceevent_max_force_direction(a: number): number;
export function rawcontactforceevent_max_force_magnitude(a: number): number;
export function raweventqueue_new(a: number): number;
export function raweventqueue_drainCollisionEvents(a: number, b: number): void;
export function raweventqueue_drainContactForceEvents(a: number, b: number): void;
export function raweventqueue_clear(a: number): void;

@@ -325,12 +399,12 @@ export function __wbg_rawphysicspipeline_free(a: number): void;

export function rawquerypipeline_new(): number;
export function rawquerypipeline_update(a: number, b: number, c: number, d: number): void;
export function rawquerypipeline_castRay(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number): number;
export function rawquerypipeline_castRayAndGetNormal(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number): number;
export function rawquerypipeline_intersectionsWithRay(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number): void;
export function rawquerypipeline_intersectionWithShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number): void;
export function rawquerypipeline_projectPoint(a: number, b: number, c: number, d: number, e: number, f: number): number;
export function rawquerypipeline_projectPointAndGetFeature(a: number, b: number, c: number, d: number, e: number): number;
export function rawquerypipeline_intersectionsWithPoint(a: number, b: number, c: number, d: number, e: number, f: number): void;
export function rawquerypipeline_castShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number): number;
export function rawquerypipeline_intersectionsWithShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number): void;
export function rawquerypipeline_update(a: number, b: number, c: number): void;
export function rawquerypipeline_castRay(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number): number;
export function rawquerypipeline_castRayAndGetNormal(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number): number;
export function rawquerypipeline_intersectionsWithRay(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number): void;
export function rawquerypipeline_intersectionWithShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number): void;
export function rawquerypipeline_projectPoint(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number): number;
export function rawquerypipeline_projectPointAndGetFeature(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number): number;
export function rawquerypipeline_intersectionsWithPoint(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number): void;
export function rawquerypipeline_castShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number): number;
export function rawquerypipeline_intersectionsWithShape(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number): void;
export function rawquerypipeline_collidersWithAabbIntersectingAabb(a: number, b: number, c: number, d: number): void;

@@ -353,6 +427,24 @@ export function __wbg_rawdeserializedworld_free(a: number): void;

export function __wbg_rawvector_free(a: number): void;
export function __wbg_rawsdpmatrix3_free(a: number): void;
export function rawvector_set_x(a: number, b: number): void;
export function rawvector_set_z(a: number, b: number): void;
export function rawpointprojection_isInside(a: number): number;
export function rawpointcolliderprojection_isInside(a: number): number;
export function rawcolliderset_isHandleValid(a: number, b: number): number;
export function rawshapecontact_point1(a: number): number;
export function rawshapecontact_point2(a: number): number;
export function rawshapecontact_normal2(a: number): number;
export function rawpointprojection_point(a: number): number;
export function rawpointcolliderprojection_point(a: number): number;
export function rawrayintersection_normal(a: number): number;
export function rawshapecollidertoi_witness1(a: number): number;
export function rawshapecontact_normal1(a: number): number;
export function rawshapecollidertoi_normal1(a: number): number;
export function rawshapetoi_witness2(a: number): number;
export function rawserializationpipeline_new(): number;
export function rawraycolliderintersection_featureType(a: number): number;
export function rawintegrationparameters_erp(a: number): number;
export function rawrayintersection_toi(a: number): number;
export function rawraycollidertoi_toi(a: number): number;
export function rawshapetoi_toi(a: number): number;
export function rawshapecollidertoi_toi(a: number): number;
export function rawrotation_x(a: number): number;

@@ -363,15 +455,7 @@ export function rawrotation_z(a: number): number;

export function rawvector_z(a: number): number;
export function rawcolliderset_isHandleValid(a: number, b: number): number;
export function rawvector_set_x(a: number, b: number): void;
export function rawvector_set_z(a: number, b: number): void;
export function __wbg_rawserializationpipeline_free(a: number): void;
export function rawshapecontact_point1(a: number): number;
export function rawshapetoi_witness1(a: number): number;
export function rawraycollidertoi_toi(a: number): number;
export function rawshapecollidertoi_toi(a: number): number;
export function rawshapecollidertoi_witness1(a: number): number;
export function rawraycolliderintersection_featureId(a: number, b: number): void;
export function rawraycolliderintersection_colliderHandle(a: number): number;
export function rawraycollidertoi_colliderHandle(a: number): number;
export function rawshapecollidertoi_colliderHandle(a: number): number;
export function rawcontactforceevent_collider1(a: number): number;
export function __wbg_rawserializationpipeline_free(a: number): void;
export function __wbindgen_add_to_stack_pointer(a: number): number;

@@ -378,0 +462,0 @@ export function __wbindgen_free(a: number, b: number): void;

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