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@dimforge/rapier3d-compat - npm Package Compare versions

Comparing version 0.0.0-d36a454-20220710 to 0.0.0-d8232f5-20230116

control/character_controller.d.ts

20

dynamics/rigid_body.d.ts

@@ -253,3 +253,3 @@ import { RawRigidBodySet } from "../raw";

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

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

@@ -274,3 +284,3 @@ */

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

@@ -415,2 +425,3 @@ * Is this rigid-body sleeping?

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

@@ -483,2 +494,7 @@ 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 +501,0 @@ *

@@ -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 @@ /**

@@ -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,

@@ -393,4 +427,4 @@ * this returns the vertex buffer of said shape.

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;

@@ -435,2 +469,3 @@ /**

export declare class ColliderDesc {
enabled: boolean;
shape: Shape;

@@ -623,2 +658,7 @@ 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.

@@ -625,0 +665,0 @@ *

@@ -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.

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-d36a454-20220710",
"version": "0.0.0-d8232f5-20230116",
"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;
/**

@@ -163,6 +163,9 @@ * Find the closest intersection between a ray and a set of collider.

* 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(bodies: RigidBodySet, colliders: ColliderSet, shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, maxToi: number, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: ColliderHandle, filterExcludeRigidBody?: RigidBodyHandle, filterPredicate?: (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;
/**

@@ -169,0 +172,0 @@ * Retrieve all the colliders intersecting the given shape.

@@ -11,2 +11,3 @@ import { RawBroadPhase, RawCCDSolver, RawColliderSet, RawDeserializedWorld, RawIntegrationParameters, RawIslandManager, RawImpulseJointSet, RawMultibodyJointSet, RawNarrowPhase, RawPhysicsPipeline, RawQueryPipeline, RawRigidBodySet, RawSerializationPipeline, RawDebugRenderPipeline } from "../raw";

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

@@ -33,2 +34,3 @@ * The physics world.

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

@@ -70,2 +72,16 @@ * 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.

@@ -131,2 +147,14 @@ */

/**
* 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.

@@ -324,6 +352,9 @@ *

* 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, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (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;
/**

@@ -330,0 +361,0 @@ * Retrieve all the colliders intersecting the given shape.

@@ -5,2 +5,38 @@ /* 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_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;

@@ -111,3 +147,3 @@ export function rawccdsolver_new(): 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;

@@ -120,2 +156,4 @@ 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;

@@ -135,3 +173,3 @@ 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;

@@ -141,2 +179,3 @@ 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;

@@ -152,6 +191,11 @@ 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;

@@ -164,2 +208,4 @@ 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;

@@ -177,4 +223,4 @@ export function rawcolliderset_coRestitution(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;

@@ -208,3 +254,3 @@ export function rawcolliderset_coContactShape(a: number, b: number, c: number, d: number, e: number, f: 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;

@@ -214,5 +260,2 @@ 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;

@@ -250,3 +293,2 @@ 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;

@@ -263,3 +305,2 @@ export function __wbg_rawpointcolliderprojection_free(a: number): void;

export function rawraycolliderintersection_normal(a: number): number;
export function rawraycolliderintersection_toi(a: number): number;
export function __wbg_rawraycollidertoi_free(a: number): void;

@@ -270,2 +311,3 @@ 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;

@@ -286,3 +328,3 @@ 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;

@@ -296,3 +338,2 @@ 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_normal1(a: number): number;

@@ -302,4 +343,2 @@ 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;
export function rawrotation_new(a: number, b: number, c: number, d: number): number;

@@ -325,3 +364,2 @@ export function rawrotation_identity(): number;

export function __wbg_rawcontactforceevent_free(a: number): void;
export function rawcontactforceevent_collider1(a: number): number;
export function rawcontactforceevent_collider2(a: number): number;

@@ -342,3 +380,3 @@ export function rawcontactforceevent_total_force(a: number): 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;

@@ -351,3 +389,3 @@ 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_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): number;
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;

@@ -371,6 +409,23 @@ export function rawquerypipeline_collidersWithAabbIntersectingAabb(a: number, b: number, c: number, d: 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 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 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 rawshapetoi_witness2(a: number): number;
export function rawraycolliderintersection_featureId(a: number, b: number): void;
export function rawserializationpipeline_new(): number;
export function rawrayintersection_toi(a: number): number;
export function rawraycolliderintersection_toi(a: number): number;
export function rawraycolliderintersection_featureType(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;

@@ -381,16 +436,9 @@ 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 rawkinematiccharactercontroller_minSlopeSlideAngle(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 rawpointcolliderprojection_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;

@@ -397,0 +445,0 @@ export function __wbindgen_free(a: number, b: number): void;

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