@dimforge/rapier3d-compat
Advanced tools
Comparing version 0.0.0-89734ff-20221126 to 0.0.0-98015b1-20240128
@@ -11,6 +11,6 @@ import { Vector } from "../math"; | ||
collider: Collider | null; | ||
/** The translation applied to the character before this collision took place. */ | ||
translationApplied: Vector; | ||
/** The translation the character would move after this collision if there is no other obstacles. */ | ||
translationRemaining: Vector; | ||
/** The translation delta applied to the character before this collision took place. */ | ||
translationDeltaApplied: Vector; | ||
/** The translation delta the character would move after this collision if there is no other obstacles. */ | ||
translationDeltaRemaining: Vector; | ||
/** The time-of-impact between the character and the obstacles. */ | ||
@@ -160,3 +160,3 @@ toi: number; | ||
* @param collider - The collider to move. | ||
* @param desiredTranslation - The desired collider movement. | ||
* @param desiredTranslationDelta - The desired collider movement. | ||
* @param filterFlags - Flags for excluding whole subsets of colliders from the obstacles taken into account. | ||
@@ -168,3 +168,3 @@ * @param filterGroups - Groups for excluding colliders with incompatible collision groups from the obstacles | ||
*/ | ||
computeColliderMovement(collider: Collider, desiredTranslation: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterPredicate?: (collider: Collider) => boolean): void; | ||
computeColliderMovement(collider: Collider, desiredTranslationDelta: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterPredicate?: (collider: Collider) => boolean): void; | ||
/** | ||
@@ -171,0 +171,0 @@ * The movement computed by the last call to `this.computeColliderMovement`. |
export * from "./character_controller"; | ||
export * from "./ray_cast_vehicle_controller"; |
@@ -18,2 +18,3 @@ import { Rotation, Vector } from "../math"; | ||
* - `Spherical`: (3D only) A spherical joint that removes all relative linear degrees of freedom between the affected bodies. | ||
* - `Generic`: (3D only) A joint with customizable degrees of freedom, allowing any of the 6 axes to be locked. | ||
*/ | ||
@@ -24,3 +25,6 @@ export declare enum JointType { | ||
Prismatic = 2, | ||
Spherical = 3 | ||
Rope = 3, | ||
Spring = 4, | ||
Spherical = 5, | ||
Generic = 6 | ||
} | ||
@@ -31,2 +35,25 @@ export declare enum MotorModel { | ||
} | ||
/** | ||
* An enum representing the possible joint axes of a generic joint. | ||
* They can be ORed together, like: | ||
* JointAxesMask.X || JointAxesMask.Y | ||
* to get a joint that is only free in the X and Y translational (positional) axes. | ||
* | ||
* Possible free axes are: | ||
* | ||
* - `X`: X translation axis | ||
* - `Y`: Y translation axis | ||
* - `Z`: Z translation axis | ||
* - `AngX`: X angular rotation axis | ||
* - `AngY`: Y angular rotations axis | ||
* - `AngZ`: Z angular rotation axis | ||
*/ | ||
export declare enum JointAxesMask { | ||
X = 1, | ||
Y = 2, | ||
Z = 4, | ||
AngX = 8, | ||
AngY = 16, | ||
AngZ = 32 | ||
} | ||
export declare class ImpulseJoint { | ||
@@ -135,2 +162,6 @@ protected rawSet: RawImpulseJointSet; | ||
} | ||
export declare class RopeImpulseJoint extends ImpulseJoint { | ||
} | ||
export declare class SpringImpulseJoint extends ImpulseJoint { | ||
} | ||
export declare class PrismaticImpulseJoint extends UnitImpulseJoint { | ||
@@ -142,2 +173,4 @@ rawAxis(): RawJointAxis; | ||
} | ||
export declare class GenericImpulseJoint extends ImpulseJoint { | ||
} | ||
export declare class SphericalImpulseJoint extends ImpulseJoint { | ||
@@ -154,2 +187,6 @@ } | ||
limits: Array<number>; | ||
axesMask: JointAxesMask; | ||
stiffness: number; | ||
damping: number; | ||
length: number; | ||
private constructor(); | ||
@@ -170,3 +207,21 @@ /** | ||
static fixed(anchor1: Vector, frame1: Rotation, anchor2: Vector, frame2: Rotation): JointData; | ||
static spring(rest_length: number, stiffness: number, damping: number, anchor1: Vector, anchor2: Vector): JointData; | ||
static rope(length: number, anchor1: Vector, anchor2: Vector): JointData; | ||
/** | ||
* Create a new joint descriptor that builds generic joints. | ||
* | ||
* A generic joint allows customizing its degrees of freedom | ||
* by supplying a mask of the joint axes that should remain locked. | ||
* | ||
* @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the | ||
* local-space of the rigid-body. | ||
* @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the | ||
* local-space of the rigid-body. | ||
* @param axis - The X axis of the joint, expressed in the local-space of the rigid-bodies it is attached to. | ||
* @param axesMask - Mask representing the locked axes of the joint. You can use logical OR to select these from | ||
* the JointAxesMask enum. For example, passing (JointAxesMask.AngX || JointAxesMask.AngY) will | ||
* create a joint locked in the X and Y rotational axes. | ||
*/ | ||
static generic(anchor1: Vector, anchor2: Vector, axis: Vector, axesMask: JointAxesMask): JointData; | ||
/** | ||
* Create a new joint descriptor that builds spherical joints. | ||
@@ -173,0 +228,0 @@ * |
@@ -27,13 +27,13 @@ import { RawIntegrationParameters } from "../raw"; | ||
/** | ||
* Maximum number of iterations performed by the velocity constraints solver (default: `4`). | ||
* The number of solver iterations run by the constraints solver for calculating forces (default: `4`). | ||
*/ | ||
get maxVelocityIterations(): number; | ||
get numSolverIterations(): number; | ||
/** | ||
* Maximum number of friction iterations performed by the position-based constraints solver (default: `1`). | ||
* Number of addition friction resolution iteration run during the last solver sub-step (default: `4`). | ||
*/ | ||
get maxVelocityFrictionIterations(): number; | ||
get numAdditionalFrictionIterations(): number; | ||
/** | ||
* Maximum number of stabilization iterations performed by the position-based constraints solver (default: `1`). | ||
* Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). | ||
*/ | ||
get maxStabilizationIterations(): number; | ||
get numInternalPgsIterations(): number; | ||
/** | ||
@@ -51,7 +51,18 @@ * Minimum number of dynamic bodies in each active island (default: `128`). | ||
set predictionDistance(value: number); | ||
set maxVelocityIterations(value: number); | ||
set maxVelocityFrictionIterations(value: number); | ||
set maxStabilizationIterations(value: number); | ||
/** | ||
* Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`). | ||
*/ | ||
set numSolverIterations(value: number); | ||
/** | ||
* Sets the number of addition friction resolution iteration run during the last solver sub-step (default: `4`). | ||
*/ | ||
set numAdditionalFrictionIterations(value: number); | ||
/** | ||
* Sets the number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). | ||
*/ | ||
set numInternalPgsIterations(value: number); | ||
set minIslandSize(value: number); | ||
set maxCcdSubsteps(value: number); | ||
switchToStandardPgsSolver(): void; | ||
switchToSmallStepsPgsSolver(): void; | ||
} |
import { RawRigidBodySet } from "../raw"; | ||
import { Rotation, Vector } from "../math"; | ||
import { SdpMatrix3 } from "../math"; | ||
import { Collider, ColliderSet } from "../geometry"; | ||
@@ -121,2 +122,20 @@ /** | ||
/** | ||
* The number of additional solver iterations that will be run for this | ||
* rigid-body and everything that interacts with it directly or indirectly | ||
* through contacts or joints. | ||
*/ | ||
additionalSolverIterations(): number; | ||
/** | ||
* Sets the number of additional solver iterations that will be run for this | ||
* rigid-body and everything that interacts with it directly or indirectly | ||
* through contacts or joints. | ||
* | ||
* Compared to increasing the global `World.numSolverIteration`, setting this | ||
* value lets you increase accuracy on only a subset of the scene, resulting in reduced | ||
* performance loss. | ||
* | ||
* @param iters - The new number of additional solver iterations (default: 0). | ||
*/ | ||
setAdditionalSolverIterations(iters: number): void; | ||
/** | ||
* Enable or disable CCD (Continuous Collision Detection) for this rigid-body. | ||
@@ -160,3 +179,3 @@ * | ||
/** | ||
* Sets the linear velocity fo this rigid-body. | ||
* Sets the linear velocity of this rigid-body. | ||
* | ||
@@ -235,2 +254,44 @@ * @param vel - The linear velocity to set. | ||
/** | ||
* 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. | ||
@@ -269,2 +330,12 @@ * | ||
/** | ||
* 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. | ||
@@ -276,3 +347,3 @@ */ | ||
*/ | ||
setBodyType(type: RigidBodyType): void; | ||
setBodyType(type: RigidBodyType, wakeUp: boolean): void; | ||
/** | ||
@@ -417,2 +488,3 @@ * Is this rigid-body sleeping? | ||
export declare class RigidBodyDesc { | ||
enabled: boolean; | ||
translation: Vector; | ||
@@ -441,2 +513,3 @@ rotation: Rotation; | ||
dominanceGroup: number; | ||
additionalSolverIterations: number; | ||
userData?: unknown; | ||
@@ -486,2 +559,19 @@ constructor(status: RigidBodyType); | ||
/** | ||
* Sets the number of additional solver iterations that will be run for this | ||
* rigid-body and everything that interacts with it directly or indirectly | ||
* through contacts or joints. | ||
* | ||
* Compared to increasing the global `World.numSolverIteration`, setting this | ||
* value lets you increase accuracy on only a subset of the scene, resulting in reduced | ||
* performance loss. | ||
* | ||
* @param iters - The new number of additional solver iterations (default: 0). | ||
*/ | ||
setAdditionalSolverIterations(iters: number): RigidBodyDesc; | ||
/** | ||
* 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. | ||
@@ -488,0 +578,0 @@ * |
@@ -106,2 +106,12 @@ import { Rotation, Vector } from "../math"; | ||
/** | ||
* 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. | ||
@@ -281,2 +291,8 @@ * | ||
/** | ||
* 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. | ||
@@ -287,2 +303,8 @@ * @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. | ||
@@ -293,2 +315,8 @@ * @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. | ||
@@ -299,2 +327,8 @@ * @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, | ||
@@ -434,2 +468,3 @@ * this returns the vertex buffer of said shape. | ||
export declare class ColliderDesc { | ||
enabled: boolean; | ||
shape: Shape; | ||
@@ -622,2 +657,7 @@ massPropsMode: MassPropsMode; | ||
/** | ||
* 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. | ||
@@ -624,0 +664,0 @@ * |
@@ -24,3 +24,3 @@ import { RawNarrowPhase, RawContactManifold } from "../raw"; | ||
*/ | ||
contactsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; | ||
contactPairsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; | ||
/** | ||
@@ -30,3 +30,3 @@ * Enumerates all the colliders intersecting the given colliders, assuming one of them | ||
*/ | ||
intersectionsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; | ||
intersectionPairsWith(collider1: ColliderHandle, f: (collider2: ColliderHandle) => void): void; | ||
/** | ||
@@ -33,0 +33,0 @@ * Iterates through all the contact manifolds between the given pair of colliders. |
import { RawVector, RawRotation } from "./raw"; | ||
import { RawSdpMatrix3 } from "./raw"; | ||
export interface Vector { | ||
@@ -45,1 +46,50 @@ x: number; | ||
} | ||
/** | ||
* 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; | ||
} |
@@ -7,3 +7,3 @@ { | ||
"description": "3-dimensional physics engine in Rust - official JS bindings. Compatibility package with inlined webassembly as base64.", | ||
"version": "0.0.0-89734ff-20221126", | ||
"version": "0.0.0-98015b1-20240128", | ||
"license": "Apache-2.0", | ||
@@ -20,3 +20,5 @@ "repository": { | ||
"types": "rapier.d.ts", | ||
"sideEffects": false, | ||
"sideEffects": [ | ||
"./snippets/*" | ||
], | ||
"keywords": [ | ||
@@ -23,0 +25,0 @@ "physics", |
@@ -8,2 +8,3 @@ import { RawContactForceEvent, RawEventQueue } from "../raw"; | ||
export declare enum ActiveEvents { | ||
NONE = 0, | ||
/** | ||
@@ -10,0 +11,0 @@ * Enable collision events. |
import { RigidBodyHandle } from "../dynamics"; | ||
import { ColliderHandle } from "../geometry"; | ||
export declare enum ActiveHooks { | ||
NONE = 0, | ||
FILTER_CONTACT_PAIRS = 1, | ||
@@ -5,0 +6,0 @@ FILTER_INTERSECTION_PAIRS = 2 |
import { RawQueryPipeline } from "../raw"; | ||
import { ColliderHandle, ColliderSet, InteractionGroups, PointColliderProjection, Ray, RayColliderIntersection, RayColliderToi, Shape, ShapeColliderTOI } from "../geometry"; | ||
import { IslandManager, RigidBodyHandle, RigidBodySet } from "../dynamics"; | ||
import { RigidBodyHandle, RigidBodySet } from "../dynamics"; | ||
import { Rotation, Vector } from "../math"; | ||
@@ -61,3 +61,3 @@ /** | ||
*/ | ||
update(islands: IslandManager, bodies: RigidBodySet, colliders: ColliderSet): void; | ||
update(bodies: RigidBodySet, colliders: ColliderSet): void; | ||
/** | ||
@@ -64,0 +64,0 @@ * Find the closest intersection between a ray and a set of collider. |
@@ -12,2 +12,3 @@ import { RawBroadPhase, RawCCDSolver, RawColliderSet, RawDeserializedWorld, RawIntegrationParameters, RawIslandManager, RawImpulseJointSet, RawMultibodyJointSet, RawNarrowPhase, RawPhysicsPipeline, RawQueryPipeline, RawRigidBodySet, RawSerializationPipeline, RawDebugRenderPipeline } from "../raw"; | ||
import { KinematicCharacterController } from "../control"; | ||
import { DynamicRayCastVehicleController } from "../control"; | ||
/** | ||
@@ -35,2 +36,3 @@ * The physics world. | ||
characterControllers: Set<KinematicCharacterController>; | ||
vehicleControllers: Set<DynamicRayCastVehicleController>; | ||
/** | ||
@@ -72,2 +74,16 @@ * 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. | ||
@@ -90,7 +106,7 @@ */ | ||
/** | ||
* The maximum velocity iterations the velocity-based force constraint solver can make. | ||
* The number of solver iterations run by the constraints solver for calculating forces (default: `4`). | ||
*/ | ||
get maxVelocityIterations(): number; | ||
get numSolverIterations(): number; | ||
/** | ||
* Sets the maximum number of velocity iterations (default: 4). | ||
* Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`). | ||
* | ||
@@ -100,11 +116,11 @@ * The greater this value is, the most rigid and realistic the physics simulation will be. | ||
* | ||
* @param niter - The new maximum number of velocity iterations. | ||
* @param niter - The new number of solver iterations. | ||
*/ | ||
set maxVelocityIterations(niter: number); | ||
set numSolverIterations(niter: number); | ||
/** | ||
* The maximum velocity iterations the velocity-based friction constraint solver can make. | ||
* Number of addition friction resolution iteration run during the last solver sub-step (default: `4`). | ||
*/ | ||
get maxVelocityFrictionIterations(): number; | ||
get numAdditionalFrictionIterations(): number; | ||
/** | ||
* Sets the maximum number of velocity iterations for friction (default: 8). | ||
* Sets the number of addition friction resolution iteration run during the last solver sub-step (default: `4`). | ||
* | ||
@@ -114,18 +130,22 @@ * The greater this value is, the most realistic friction will be. | ||
* | ||
* @param niter - The new maximum number of velocity iterations. | ||
* @param niter - The new number of additional friction iterations. | ||
*/ | ||
set maxVelocityFrictionIterations(niter: number); | ||
set numAdditionalFrictionIterations(niter: number); | ||
/** | ||
* The maximum velocity iterations the velocity-based constraint solver can make to attempt to remove | ||
* the energy introduced by constraint stabilization. | ||
* Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). | ||
*/ | ||
get maxStabilizationIterations(): number; | ||
get numInternalPgsIterations(): number; | ||
/** | ||
* Sets the maximum number of velocity iterations for stabilization (default: 1). | ||
* Sets the Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). | ||
* | ||
* @param niter - The new maximum number of velocity iterations. | ||
* Increasing this parameter will improve stability of the simulation. It will have a lesser effect than | ||
* increasing `numSolverIterations` but is also less computationally expensive. | ||
* | ||
* @param niter - The new number of internal PGS iterations. | ||
*/ | ||
set maxStabilizationIterations(niter: number); | ||
set numInternalPgsIterations(niter: number); | ||
switchToStandardPgsSolver(): void; | ||
switchToSmallStepsPgsSolver(): void; | ||
/** | ||
* Creates a new rigid-body from the given rigd-body descriptior. | ||
* Creates a new rigid-body from the given rigid-body descriptor. | ||
* | ||
@@ -148,2 +168,16 @@ * @param body - The description of the rigid-body to create. | ||
/** | ||
* Creates a new vehicle controller. | ||
* | ||
* @param chassis - The rigid-body used as the chassis of the vehicle controller. When the vehicle | ||
* controller is updated, it will change directly the rigid-body’s velocity. This | ||
* rigid-body must be a dynamic or kinematic-velocity-based rigid-body. | ||
*/ | ||
createVehicleController(chassis: RigidBody): DynamicRayCastVehicleController; | ||
/** | ||
* Removes a vehicle controller from this world. | ||
* | ||
* @param controller - The vehicle controller to remove. | ||
*/ | ||
removeVehicleController(controller: DynamicRayCastVehicleController): void; | ||
/** | ||
* Creates a new collider. | ||
@@ -374,3 +408,3 @@ * | ||
*/ | ||
contactsWith(collider1: Collider, f: (collider2: Collider) => void): void; | ||
contactPairsWith(collider1: Collider, f: (collider2: Collider) => void): void; | ||
/** | ||
@@ -380,3 +414,3 @@ * Enumerates all the colliders intersecting the given colliders, assuming one of them | ||
*/ | ||
intersectionsWith(collider1: Collider, f: (collider2: Collider) => void): void; | ||
intersectionPairsWith(collider1: Collider, f: (collider2: Collider) => void): void; | ||
/** | ||
@@ -383,0 +417,0 @@ * Iterates through all the contact manifolds between the given pair of colliders. |
@@ -7,5 +7,3 @@ /* tslint:disable */ | ||
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; | ||
@@ -22,2 +20,3 @@ export function rawkinematiccharactercontroller_slideEnabled(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; | ||
@@ -36,4 +35,4 @@ export function rawkinematiccharactercontroller_snapToGroundDistance(a: number, b: number): void; | ||
export function rawcharactercollision_handle(a: number): number; | ||
export function rawcharactercollision_translationApplied(a: number): number; | ||
export function rawcharactercollision_translationRemaining(a: number): number; | ||
export function rawcharactercollision_translationDeltaApplied(a: number): number; | ||
export function rawcharactercollision_translationDeltaRemaining(a: number): number; | ||
export function rawcharactercollision_toi(a: number): number; | ||
@@ -44,2 +43,53 @@ export function rawcharactercollision_worldWitness1(a: number): number; | ||
export function rawcharactercollision_worldNormal2(a: number): number; | ||
export function __wbg_rawdynamicraycastvehiclecontroller_free(a: number): void; | ||
export function rawdynamicraycastvehiclecontroller_new(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_current_vehicle_speed(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_chassis(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_index_up_axis(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_set_index_up_axis(a: number, b: number): void; | ||
export function rawdynamicraycastvehiclecontroller_index_forward_axis(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_set_index_forward_axis(a: number, b: number): void; | ||
export function rawdynamicraycastvehiclecontroller_add_wheel(a: number, b: number, c: number, d: number, e: number, f: number): void; | ||
export function rawdynamicraycastvehiclecontroller_num_wheels(a: number): number; | ||
export function rawdynamicraycastvehiclecontroller_update_vehicle(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_chassis_connection_point_cs(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_chassis_connection_point_cs(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_rest_length(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_suspension_rest_length(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_max_suspension_travel(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_max_suspension_travel(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_radius(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_radius(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_stiffness(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_suspension_stiffness(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_compression(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_suspension_compression(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_relaxation(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_suspension_relaxation(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_max_suspension_force(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_max_suspension_force(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_brake(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_brake(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_steering(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_steering(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_engine_force(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_engine_force(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_direction_cs(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_direction_cs(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_axle_cs(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_axle_cs(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_friction_slip(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_friction_slip(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_side_friction_stiffness(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_set_wheel_side_friction_stiffness(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_rotation(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_forward_impulse(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_side_impulse(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_force(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_contact_normal_ws(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_wheel_contact_point_ws(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_wheel_suspension_length(a: number, b: number, c: number): void; | ||
export function rawdynamicraycastvehiclecontroller_wheel_hard_point_ws(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_wheel_is_in_contact(a: number, b: number): number; | ||
export function rawdynamicraycastvehiclecontroller_wheel_ground_object(a: number, b: number, c: number): void; | ||
export function __wbg_rawccdsolver_free(a: number): void; | ||
@@ -78,9 +128,5 @@ export function rawccdsolver_new(): number; | ||
export function rawintegrationparameters_erp(a: number): number; | ||
export function rawintegrationparameters_allowedLinearError(a: number): number; | ||
export function rawintegrationparameters_predictionDistance(a: number): number; | ||
export function rawintegrationparameters_maxVelocityIterations(a: number): number; | ||
export function rawintegrationparameters_maxVelocityFrictionIterations(a: number): number; | ||
export function rawintegrationparameters_maxStabilizationIterations(a: number): number; | ||
export function rawintegrationparameters_minIslandSize(a: number): number; | ||
export function rawintegrationparameters_maxCcdSubsteps(a: number): number; | ||
export function rawintegrationparameters_numSolverIterations(a: number): number; | ||
export function rawintegrationparameters_numAdditionalFrictionIterations(a: number): number; | ||
export function rawintegrationparameters_numInternalPgsIterations(a: number): number; | ||
export function rawintegrationparameters_set_dt(a: number, b: number): void; | ||
@@ -90,7 +136,7 @@ export function rawintegrationparameters_set_erp(a: number, b: number): void; | ||
export function rawintegrationparameters_set_predictionDistance(a: number, b: number): void; | ||
export function rawintegrationparameters_set_maxVelocityIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_set_maxVelocityFrictionIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_set_maxStabilizationIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_set_minIslandSize(a: number, b: number): void; | ||
export function rawintegrationparameters_set_maxCcdSubsteps(a: number, b: number): void; | ||
export function rawintegrationparameters_set_numSolverIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_set_numAdditionalFrictionIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_set_numInternalPgsIterations(a: number, b: number): void; | ||
export function rawintegrationparameters_switchToStandardPgsSolver(a: number): void; | ||
export function rawintegrationparameters_switchToSmallStepsPgsSolver(a: number): void; | ||
export function __wbg_rawislandmanager_free(a: number): void; | ||
@@ -100,2 +146,5 @@ export function rawislandmanager_new(): number; | ||
export function __wbg_rawgenericjoint_free(a: number): void; | ||
export function rawgenericjoint_generic(a: number, b: number, c: number, d: number): number; | ||
export function rawgenericjoint_spring(a: number, b: number, c: number, d: number, e: number): number; | ||
export function rawgenericjoint_rope(a: number, b: number, c: number): number; | ||
export function rawgenericjoint_spherical(a: number, b: number): number; | ||
@@ -148,2 +197,11 @@ export function rawgenericjoint_prismatic(a: number, b: number, c: number, d: number, e: number, f: number): number; | ||
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; | ||
@@ -154,3 +212,3 @@ 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; | ||
@@ -163,2 +221,4 @@ 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; | ||
@@ -174,2 +234,4 @@ export function rawrigidbodyset_rbSetGravityScale(a: number, b: number, c: number, d: number): void; | ||
export function rawrigidbodyset_rbApplyImpulseAtPoint(a: number, b: number, c: number, d: number, e: number): void; | ||
export function rawrigidbodyset_rbAdditionalSolverIterations(a: number, b: number): number; | ||
export function rawrigidbodyset_rbSetAdditionalSolverIterations(a: number, b: number, c: number): void; | ||
export function rawrigidbodyset_rbUserData(a: number, b: number): number; | ||
@@ -179,7 +241,7 @@ export function rawrigidbodyset_rbSetUserData(a: number, b: number, c: 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, x: 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, z: number): number; | ||
export function rawrigidbodyset_remove(a: number, b: number, c: number, d: number, e: number, f: number): void; | ||
export function rawrigidbodyset_len(a: number): number; | ||
export function rawrigidbodyset_contains(a: number, b: 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; | ||
@@ -197,5 +259,9 @@ export function rawbroadphase_new(): 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; | ||
@@ -208,2 +274,4 @@ 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; | ||
@@ -251,12 +319,11 @@ export function rawcolliderset_coRestitution(a: number, b: number): 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, y: 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; | ||
export function rawcolliderset_forEachColliderHandle(a: number, b: number): void; | ||
export function __wbg_rawshapecontact_free(a: number): void; | ||
export function rawshapecontact_distance(a: number): number; | ||
export function __wbg_rawnarrowphase_free(a: number): void; | ||
export function rawnarrowphase_new(): number; | ||
export function rawnarrowphase_contacts_with(a: number, b: number, c: number): void; | ||
export function rawnarrowphase_contact_pairs_with(a: number, b: number, c: number): void; | ||
export function rawnarrowphase_contact_pair(a: number, b: number, c: number): number; | ||
export function rawnarrowphase_intersections_with(a: number, b: number, c: number): void; | ||
export function rawnarrowphase_intersection_pairs_with(a: number, b: number, c: number): void; | ||
export function rawnarrowphase_intersection_pair(a: number, b: number, c: number): number; | ||
@@ -289,4 +356,6 @@ export function __wbg_rawcontactmanifold_free(a: number): void; | ||
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; | ||
@@ -297,6 +366,4 @@ export function rawpointcolliderprojection_isInside(a: number): number; | ||
export function __wbg_rawrayintersection_free(a: number): void; | ||
export function rawrayintersection_normal(a: number): number; | ||
export function rawrayintersection_featureType(a: number): number; | ||
export function rawrayintersection_featureId(a: number, b: number): void; | ||
export function rawraycolliderintersection_normal(a: number): number; | ||
export function rawraycolliderintersection_toi(a: number): number; | ||
export function __wbg_rawraycollidertoi_free(a: number): void; | ||
@@ -331,3 +398,3 @@ export function __wbg_rawshape_free(a: number): void; | ||
export function rawshape_castRayAndGetNormal(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_witness1(a: number): number; | ||
export function rawshapetoi_normal1(a: number): number; | ||
@@ -339,7 +406,7 @@ export function rawshapetoi_normal2(a: number): number; | ||
export function rawrotation_identity(): number; | ||
export function rawrotation_y(a: number): number; | ||
export function rawrotation_w(a: number): number; | ||
export function rawrotation_x(a: number): number; | ||
export function rawvector_zero(): number; | ||
export function rawvector_new(a: number, b: number, c: number): number; | ||
export function rawvector_set_y(a: number, b: number): void; | ||
export function rawvector_set_x(a: number, b: number): void; | ||
export function rawvector_set_z(a: number, b: number): void; | ||
export function rawvector_xyz(a: number): number; | ||
@@ -351,2 +418,3 @@ export function rawvector_yxz(a: number): number; | ||
export function rawvector_zyx(a: number): number; | ||
export function rawsdpmatrix3_elements(a: number): number; | ||
export function __wbg_rawdebugrenderpipeline_free(a: number): void; | ||
@@ -372,4 +440,5 @@ export function rawdebugrenderpipeline_new(): number; | ||
export function rawphysicspipeline_stepWithEvents(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 __wbg_rawquerypipeline_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_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; | ||
@@ -395,16 +464,13 @@ 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 rawdeserializedworld_takeMultibodyJoints(a: number): number; | ||
export function rawserializationpipeline_new(): number; | ||
export function rawserializationpipeline_serializeAll(a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number): number; | ||
export function rawserializationpipeline_deserializeAll(a: number, b: number): number; | ||
export function __wbg_rawcontactpair_free(a: number): void; | ||
export function __wbg_rawraycolliderintersection_free(a: number): void; | ||
export function __wbg_rawrotation_free(a: number): void; | ||
export function __wbg_rawvector_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 rawcolliderset_isHandleValid(a: number, b: number): number; | ||
export function rawintegrationparameters_set_minIslandSize(a: number, b: number): void; | ||
export function rawintegrationparameters_set_maxCcdSubsteps(a: number, b: number): void; | ||
export function rawvector_set_y(a: number, b: number): void; | ||
export function rawkinematiccharactercontroller_up(a: number): number; | ||
export function rawshapecontact_normal2(a: number): number; | ||
export function rawshapecontact_point1(a: number): number; | ||
export function rawshapecontact_normal2(a: number): number; | ||
export function rawpointprojection_point(a: number): number; | ||
export function rawshapecontact_point2(a: number): number; | ||
export function rawshapetoi_witness1(a: number): number; | ||
export function rawrayintersection_normal(a: number): number; | ||
export function rawshapecollidertoi_witness1(a: number): number; | ||
@@ -415,26 +481,38 @@ export function rawshapecontact_normal1(a: number): number; | ||
export function rawshapetoi_witness2(a: number): number; | ||
export function rawraycolliderintersection_featureId(a: number, b: number): void; | ||
export function rawserializationpipeline_new(): number; | ||
export function rawkinematiccharactercontroller_offset(a: number): number; | ||
export function rawintegrationparameters_predictionDistance(a: number): number; | ||
export function rawintegrationparameters_minIslandSize(a: number): number; | ||
export function rawintegrationparameters_maxCcdSubsteps(a: number): number; | ||
export function rawrigidbodyset_len(a: number): number; | ||
export function rawshapecontact_distance(a: number): number; | ||
export function rawrayintersection_featureType(a: number): number; | ||
export function rawraycolliderintersection_colliderHandle(a: number): number; | ||
export function rawrayintersection_toi(a: number): number; | ||
export function rawraycolliderintersection_toi(a: number): number; | ||
export function rawraycolliderintersection_featureType(a: number): number; | ||
export function rawraycollidertoi_colliderHandle(a: number): number; | ||
export function rawraycollidertoi_toi(a: number): number; | ||
export function rawshapecollidertoi_colliderHandle(a: number): number; | ||
export function rawshapecollidertoi_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; | ||
export function rawrotation_y(a: number): number; | ||
export function rawrotation_z(a: number): number; | ||
export function rawrotation_w(a: number): number; | ||
export function rawvector_x(a: number): number; | ||
export function rawvector_y(a: number): number; | ||
export function rawvector_z(a: number): number; | ||
export function rawkinematiccharactercontroller_minSlopeSlideAngle(a: number): number; | ||
export function __wbg_rawquerypipeline_free(a: number): void; | ||
export function rawpointcolliderprojection_colliderHandle(a: number): number; | ||
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 rawintegrationparameters_allowedLinearError(a: number): number; | ||
export function rawcolliderset_isHandleValid(a: number, b: number): number; | ||
export function __wbg_rawserializationpipeline_free(a: number): void; | ||
export function rawrayintersection_featureId(a: number, b: number): void; | ||
export function rawraycolliderintersection_featureId(a: number, b: number): void; | ||
export function __wbg_rawcontactpair_free(a: number): void; | ||
export function __wbg_rawraycolliderintersection_free(a: number): void; | ||
export function __wbg_rawshapetoi_free(a: number): void; | ||
export function __wbg_rawrotation_free(a: number): void; | ||
export function __wbg_rawvector_free(a: number): void; | ||
export function __wbg_rawsdpmatrix3_free(a: number): void; | ||
export function __wbindgen_add_to_stack_pointer(a: number): number; | ||
export function __wbindgen_free(a: number, b: number): void; | ||
export function __wbindgen_malloc(a: number): number; | ||
export function __wbindgen_free(a: number, b: number, c: number): void; | ||
export function __wbindgen_malloc(a: number, b: number): number; | ||
export function __wbindgen_exn_store(a: number): void; |
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