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@dimforge/rapier3d-compat - npm Package Compare versions

Comparing version 0.0.0-bc4601d-20221031 to 0.0.0-c93f53e-20230321

control/ray_cast_vehicle_controller.d.ts

27

control/character_controller.d.ts

@@ -5,10 +5,21 @@ import { Vector } from "../math";

import { IntegrationParameters, RigidBodySet } from "../dynamics";
/**
* A collision between the character and an obstacle hit on its path.
*/
export declare class CharacterCollision {
collider: Collider;
translationApplied: Vector;
translationRemaining: Vector;
/** The collider involved in the collision. Null if the collider no longer exists in the physics world. */
collider: Collider | null;
/** 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. */
toi: number;
/** The world-space contact point on the collider when the collision happens. */
witness1: Vector;
/** The local-space contact point on the character when the collision happens. */
witness2: Vector;
/** The world-space outward contact normal on the collider when the collision happens. */
normal1: Vector;
/** The local-space outward contact normal on the character when the collision happens. */
normal2: Vector;

@@ -128,4 +139,4 @@ }

/**
* Should the character be automatically snapped to the ground if the distance between
* the ground and its feed are smaller than the specified threshold?
* If snap-to-ground is enabled, should the character be automatically snapped to the ground if
* the distance between the ground and its feet are smaller than the specified threshold?
*/

@@ -135,3 +146,3 @@ snapToGroundDistance(): number | null;

* Enables automatically snapping the character to the ground if the distance between
* the ground and its feed are smaller than the specified threshold.
* the ground and its feet are smaller than the specified threshold.
*/

@@ -151,3 +162,3 @@ enableSnapToGround(distance: number): void;

* @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.

@@ -159,3 +170,3 @@ * @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;
/**

@@ -162,0 +173,0 @@ * The movement computed by the last call to `this.computeColliderMovement`.

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

@@ -233,2 +234,44 @@ /**

/**
* 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.

@@ -267,2 +310,12 @@ *

/**
* 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.

@@ -274,3 +327,3 @@ */

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

@@ -415,2 +468,3 @@ * Is this rigid-body sleeping?

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

@@ -483,2 +537,7 @@ rotation: Rotation;

/**
* 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.

@@ -485,0 +544,0 @@ *

@@ -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 @@ *

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-bc4601d-20221031",
"version": "0.0.0-c93f53e-20230321",
"license": "Apache-2.0",

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

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.

@@ -145,2 +161,16 @@ */

/**
* 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.

@@ -147,0 +177,0 @@ *

@@ -35,4 +35,4 @@ /* tslint:disable */

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;

@@ -43,2 +43,49 @@ 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_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_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;

@@ -76,3 +123,2 @@ export function rawccdsolver_new(): number;

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

@@ -145,2 +191,11 @@ export function rawintegrationparameters_predictionDistance(a: 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;

@@ -151,3 +206,3 @@ 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;

@@ -160,2 +215,4 @@ 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;

@@ -175,3 +232,3 @@ 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, 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): number;
export function rawrigidbodyset_remove(a: number, b: number, c: number, d: number, e: number, f: number): void;

@@ -181,2 +238,3 @@ 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;

@@ -194,5 +252,9 @@ 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;

@@ -205,2 +267,4 @@ 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;

@@ -248,3 +312,3 @@ 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;

@@ -254,5 +318,2 @@ 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;

@@ -290,10 +351,7 @@ export function rawnarrowphase_new(): number;

export function __wbg_rawpointprojection_free(a: number): void;
export function rawpointprojection_isInside(a: number): number;
export function __wbg_rawpointcolliderprojection_free(a: number): void;
export function rawpointcolliderprojection_point(a: number): number;
export function rawpointcolliderprojection_isInside(a: number): number;
export function rawpointcolliderprojection_colliderHandle(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;

@@ -303,2 +361,4 @@ 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;

@@ -334,3 +394,3 @@ export function __wbg_rawshape_free(a: number): void;

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;

@@ -340,2 +400,3 @@ export function rawshapetoi_normal2(a: number): number;

export function rawshapecollidertoi_witness2(a: number): number;
export function rawshapecollidertoi_normal2(a: number): number;
export function rawrotation_new(a: number, b: number, c: number, d: number): number;

@@ -354,2 +415,3 @@ export function rawrotation_identity(): number;

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

@@ -377,3 +439,3 @@ export function rawdebugrenderpipeline_new(): number;

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;

@@ -401,10 +463,12 @@ 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 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 rawserializationpipeline_new(): number;
export function rawraycolliderintersection_featureType(a: number): number;
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 rawdynamicraycastvehiclecontroller_current_vehicle_speed(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;

@@ -415,20 +479,25 @@ 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 rawraycolliderintersection_featureId(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 __wbg_rawserializationpipeline_free(a: number): void;
export function rawdynamicraycastvehiclecontroller_chassis(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 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 rawshapetoi_witness1(a: number): number;
export function rawraycollidertoi_toi(a: number): number;
export function rawshapecollidertoi_toi(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 rawshapecollidertoi_normal2(a: number): number;
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 rawshapetoi_witness2(a: number): number;
export function rawserializationpipeline_new(): number;
export function __wbg_rawserializationpipeline_free(a: number): void;
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 __wbg_rawsdpmatrix3_free(a: number): void;
export function rawcolliderset_isHandleValid(a: number, b: number): number;
export function __wbindgen_add_to_stack_pointer(a: number): number;

@@ -435,0 +504,0 @@ export function __wbindgen_free(a: number, b: number): void;

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