/* tslint:disable */ /* eslint-disable */ /** * @returns {string} */ export function version(): string; /** */ export enum RawJointType { Revolute, Fixed, Prismatic, Spherical, Generic, } /** */ export enum RawMotorModel { AccelerationBased, ForceBased, } /** */ export enum RawJointAxis { X, Y, Z, AngX, AngY, AngZ, } /** */ export enum RawRigidBodyType { Dynamic, Fixed, KinematicPositionBased, KinematicVelocityBased, } /** */ export enum RawFeatureType { Vertex, Edge, Face, Unknown, } /** */ export enum RawShapeType { Ball, Cuboid, Capsule, Segment, Polyline, Triangle, TriMesh, HeightField, Compound, ConvexPolyhedron, Cylinder, Cone, RoundCuboid, RoundTriangle, RoundCylinder, RoundCone, RoundConvexPolyhedron, HalfSpace, } /** */ export class RawBroadPhase { free(): void; /** */ constructor(); } /** */ export class RawCCDSolver { free(): void; /** */ constructor(); } /** */ export class RawCharacterCollision { free(): void; /** */ constructor(); /** * @returns {number} */ handle(): number; /** * @returns {RawVector} */ translationApplied(): RawVector; /** * @returns {RawVector} */ translationRemaining(): RawVector; /** * @returns {number} */ toi(): number; /** * @returns {RawVector} */ worldWitness1(): RawVector; /** * @returns {RawVector} */ worldWitness2(): RawVector; /** * @returns {RawVector} */ worldNormal1(): RawVector; /** * @returns {RawVector} */ worldNormal2(): RawVector; } /** */ export class RawColliderSet { free(): void; /** * The world-space translation of this collider. * @param {number} handle * @returns {RawVector} */ coTranslation(handle: number): RawVector; /** * The world-space orientation of this collider. * @param {number} handle * @returns {RawRotation} */ coRotation(handle: number): RawRotation; /** * Sets the translation of this collider. * * # Parameters * - `x`: the world-space position of the collider along the `x` axis. * - `y`: the world-space position of the collider along the `y` axis. * - `z`: the world-space position of the collider along the `z` axis. * - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z */ coSetTranslation(handle: number, x: number, y: number, z: number): void; /** * @param {number} handle * @param {number} x * @param {number} y * @param {number} z */ coSetTranslationWrtParent(handle: number, x: number, y: number, z: number): void; /** * Sets the rotation quaternion of this collider. * * This does nothing if a zero quaternion is provided. * * # Parameters * - `x`: the first vector component of the quaternion. * - `y`: the second vector component of the quaternion. * - `z`: the third vector component of the quaternion. * - `w`: the scalar component of the quaternion. * - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z * @param {number} w */ coSetRotation(handle: number, x: number, y: number, z: number, w: number): void; /** * @param {number} handle * @param {number} x * @param {number} y * @param {number} z * @param {number} w */ coSetRotationWrtParent(handle: number, x: number, y: number, z: number, w: number): void; /** * Is this collider a sensor? * @param {number} handle * @returns {boolean} */ coIsSensor(handle: number): boolean; /** * The type of the shape of this collider. * @param {number} handle * @returns {number} */ coShapeType(handle: number): number; /** * @param {number} handle * @returns {RawVector | undefined} */ coHalfspaceNormal(handle: number): RawVector | undefined; /** * The half-extents of this collider if it is has a cuboid shape. * @param {number} handle * @returns {RawVector | undefined} */ coHalfExtents(handle: number): RawVector | undefined; /** * Set the half-extents of this collider if it has a cuboid shape. * @param {number} handle * @param {RawVector} newHalfExtents */ coSetHalfExtents(handle: number, newHalfExtents: RawVector): void; /** * The radius of this collider if it is a ball, capsule, cylinder, or cone shape. * @param {number} handle * @returns {number | undefined} */ coRadius(handle: number): number | undefined; /** * Set the radius of this collider if it is a ball, capsule, cylinder, or cone shape. * @param {number} handle * @param {number} newRadius */ coSetRadius(handle: number, newRadius: number): void; /** * The half height of this collider if it is a capsule, cylinder, or cone shape. * @param {number} handle * @returns {number | undefined} */ coHalfHeight(handle: number): number | undefined; /** * Set the half height of this collider if it is a capsule, cylinder, or cone shape. * @param {number} handle * @param {number} newHalfheight */ coSetHalfHeight(handle: number, newHalfheight: number): void; /** * The radius of the round edges of this collider. * @param {number} handle * @returns {number | undefined} */ coRoundRadius(handle: number): number | undefined; /** * Set the radius of the round edges of this collider. * @param {number} handle * @param {number} newBorderRadius */ coSetRoundRadius(handle: number, newBorderRadius: number): void; /** * The vertices of this triangle mesh, polyline, convex polyhedron, segment, triangle or convex polyhedron, if it is one. * @param {number} handle * @returns {Float32Array | undefined} */ coVertices(handle: number): Float32Array | undefined; /** * The indices of this triangle mesh, polyline, or convex polyhedron, if it is one. * @param {number} handle * @returns {Uint32Array | undefined} */ coIndices(handle: number): Uint32Array | undefined; /** * The height of this heightfield if it is one. * @param {number} handle * @returns {Float32Array | undefined} */ coHeightfieldHeights(handle: number): Float32Array | undefined; /** * The scaling factor applied of this heightfield if it is one. * @param {number} handle * @returns {RawVector | undefined} */ coHeightfieldScale(handle: number): RawVector | undefined; /** * The number of rows on this heightfield's height matrix, if it is one. * @param {number} handle * @returns {number | undefined} */ coHeightfieldNRows(handle: number): number | undefined; /** * The number of columns on this heightfield's height matrix, if it is one. * @param {number} handle * @returns {number | undefined} */ coHeightfieldNCols(handle: number): number | undefined; /** * The unique integer identifier of the collider this collider is attached to. * @param {number} handle * @returns {number | undefined} */ coParent(handle: number): number | undefined; /** * The friction coefficient of this collider. * @param {number} handle * @returns {number} */ coFriction(handle: number): number; /** * The restitution coefficient of this collider. * @param {number} handle * @returns {number} */ coRestitution(handle: number): number; /** * The density of this collider. * @param {number} handle * @returns {number} */ coDensity(handle: number): number; /** * The mass of this collider. * @param {number} handle * @returns {number} */ coMass(handle: number): number; /** * The volume of this collider. * @param {number} handle * @returns {number} */ coVolume(handle: number): number; /** * The collision groups of this collider. * @param {number} handle * @returns {number} */ coCollisionGroups(handle: number): number; /** * The solver groups of this collider. * @param {number} handle * @returns {number} */ coSolverGroups(handle: number): number; /** * The physics hooks enabled for this collider. * @param {number} handle * @returns {number} */ coActiveHooks(handle: number): number; /** * The collision types enabled for this collider. * @param {number} handle * @returns {number} */ coActiveCollisionTypes(handle: number): number; /** * The events enabled for this collider. * @param {number} handle * @returns {number} */ coActiveEvents(handle: number): number; /** * The total force magnitude beyond which a contact force event can be emitted. * @param {number} handle * @returns {number} */ coContactForceEventThreshold(handle: number): number; /** * @param {number} handle * @param {RawVector} point * @returns {boolean} */ coContainsPoint(handle: number, point: RawVector): boolean; /** * @param {number} handle * @param {RawVector} colliderVel * @param {RawShape} shape2 * @param {RawVector} shape2Pos * @param {RawRotation} shape2Rot * @param {RawVector} shape2Vel * @param {number} maxToi * @param {boolean} stop_at_penetration * @returns {RawShapeTOI | undefined} */ coCastShape(handle: number, colliderVel: RawVector, shape2: RawShape, shape2Pos: RawVector, shape2Rot: RawRotation, shape2Vel: RawVector, maxToi: number, stop_at_penetration: boolean): RawShapeTOI | undefined; /** * @param {number} handle * @param {RawVector} collider1Vel * @param {number} collider2handle * @param {RawVector} collider2Vel * @param {number} max_toi * @param {boolean} stop_at_penetration * @returns {RawShapeColliderTOI | undefined} */ coCastCollider(handle: number, collider1Vel: RawVector, collider2handle: number, collider2Vel: RawVector, max_toi: number, stop_at_penetration: boolean): RawShapeColliderTOI | undefined; /** * @param {number} handle * @param {RawShape} shape2 * @param {RawVector} shapePos2 * @param {RawRotation} shapeRot2 * @returns {boolean} */ coIntersectsShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean; /** * @param {number} handle * @param {RawShape} shape2 * @param {RawVector} shapePos2 * @param {RawRotation} shapeRot2 * @param {number} prediction * @returns {RawShapeContact | undefined} */ coContactShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined; /** * @param {number} handle * @param {number} collider2handle * @param {number} prediction * @returns {RawShapeContact | undefined} */ coContactCollider(handle: number, collider2handle: number, prediction: number): RawShapeContact | undefined; /** * @param {number} handle * @param {RawVector} point * @param {boolean} solid * @returns {RawPointProjection} */ coProjectPoint(handle: number, point: RawVector, solid: boolean): RawPointProjection; /** * @param {number} handle * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @returns {boolean} */ coIntersectsRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean; /** * @param {number} handle * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @returns {number} */ coCastRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number; /** * @param {number} handle * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @returns {RawRayIntersection | undefined} */ coCastRayAndGetNormal(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined; /** * @param {number} handle * @param {boolean} is_sensor */ coSetSensor(handle: number, is_sensor: boolean): void; /** * @param {number} handle * @param {number} restitution */ coSetRestitution(handle: number, restitution: number): void; /** * @param {number} handle * @param {number} friction */ coSetFriction(handle: number, friction: number): void; /** * @param {number} handle * @returns {number} */ coFrictionCombineRule(handle: number): number; /** * @param {number} handle * @param {number} rule */ coSetFrictionCombineRule(handle: number, rule: number): void; /** * @param {number} handle * @returns {number} */ coRestitutionCombineRule(handle: number): number; /** * @param {number} handle * @param {number} rule */ coSetRestitutionCombineRule(handle: number, rule: number): void; /** * @param {number} handle * @param {number} groups * @param {number} belongs_to_with_grouping * @param {number} collides_with_with_grouping * @param {number} belongs_to_grouping */ coSetCollisionGroups(handle: number, groups: number, belongs_to_with_grouping: number, collides_with_with_grouping: number, belongs_to_grouping: number): void; /** * @param {number} handle * @param {number} groups */ coSetSimpleCollisionGroups(handle: number, groups: number): void; /** * @param {number} handle * @param {number} groups * @param {number} belongs_to_with_grouping * @param {number} collides_with_with_grouping * @param {number} belongs_to_grouping */ coSetSolverGroups(handle: number, groups: number, belongs_to_with_grouping: number, collides_with_with_grouping: number, belongs_to_grouping: number): void; /** * @param {number} handle * @param {number} hooks */ coSetActiveHooks(handle: number, hooks: number): void; /** * @param {number} handle * @param {number} events */ coSetActiveEvents(handle: number, events: number): void; /** * @param {number} handle * @param {number} types */ coSetActiveCollisionTypes(handle: number, types: number): void; /** * @param {number} handle * @param {RawShape} shape */ coSetShape(handle: number, shape: RawShape): void; /** * @param {number} handle * @param {number} threshold */ coSetContactForceEventThreshold(handle: number, threshold: number): void; /** * @param {number} handle * @param {number} density */ coSetDensity(handle: number, density: number): void; /** * @param {number} handle * @param {number} mass */ coSetMass(handle: number, mass: number): void; /** * @param {number} handle * @param {number} mass * @param {RawVector} centerOfMass * @param {RawVector} principalAngularInertia * @param {RawRotation} angularInertiaFrame */ coSetMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation): void; /** */ constructor(); /** * @returns {number} */ len(): number; /** * @param {number} handle * @returns {boolean} */ contains(handle: number): boolean; /** * @param {RawShape} shape * @param {RawVector} translation * @param {RawRotation} rotation * @param {number} massPropsMode * @param {number} mass * @param {RawVector} centerOfMass * @param {RawVector} principalAngularInertia * @param {RawRotation} angularInertiaFrame * @param {number} density * @param {number} friction * @param {number} restitution * @param {number} frictionCombineRule * @param {number} restitutionCombineRule * @param {boolean} isSensor * @param {number} collisionGroups * @param {number} belongsToWithGrouping * @param {number} collidesWithWithGrouping * @param {number} belongsToGrouping * @param {number} solverGroups * @param {number} activeCollisionTypes * @param {number} activeHooks * @param {number} activeEvents * @param {number} contactForceEventThreshold * @param {boolean} hasParent * @param {number} parent * @param {RawRigidBodySet} bodies * @returns {number | undefined} */ createCollider(shape: RawShape, translation: RawVector, rotation: RawRotation, massPropsMode: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, density: number, friction: number, restitution: number, frictionCombineRule: number, restitutionCombineRule: number, isSensor: boolean, collisionGroups: number, belongsToWithGrouping: number, collidesWithWithGrouping: number, belongsToGrouping: number, solverGroups: number, activeCollisionTypes: number, activeHooks: number, activeEvents: number, contactForceEventThreshold: number, hasParent: boolean, parent: number, bodies: RawRigidBodySet): number | undefined; /** * Removes a collider from this set and wake-up the rigid-body it is attached to. * @param {number} handle * @param {RawIslandManager} islands * @param {RawRigidBodySet} bodies * @param {boolean} wakeUp */ remove(handle: number, islands: RawIslandManager, bodies: RawRigidBodySet, wakeUp: boolean): void; /** * Checks if a collider with the given integer handle exists. * @param {number} handle * @returns {boolean} */ isHandleValid(handle: number): boolean; /** * Applies the given JavaScript function to the integer handle of each collider managed by this collider set. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each collider managed by this collider set. Called as `f(handle)`. * @param {Function} f */ forEachColliderHandle(f: Function): void; } /** */ export class RawContactForceEvent { free(): void; /** * The first collider involved in the contact. * @returns {number} */ collider1(): number; /** * The second collider involved in the contact. * @returns {number} */ collider2(): number; /** * The sum of all the forces between the two colliders. * @returns {RawVector} */ total_force(): RawVector; /** * The sum of the magnitudes of each force between the two colliders. * * Note that this is **not** the same as the magnitude of `self.total_force`. * Here we are summing the magnitude of all the forces, instead of taking * the magnitude of their sum. * @returns {number} */ total_force_magnitude(): number; /** * The world-space (unit) direction of the force with strongest magnitude. * @returns {RawVector} */ max_force_direction(): RawVector; /** * The magnitude of the largest force at a contact point of this contact pair. * @returns {number} */ max_force_magnitude(): number; } /** */ export class RawContactManifold { free(): void; /** * @returns {RawVector} */ normal(): RawVector; /** * @returns {RawVector} */ local_n1(): RawVector; /** * @returns {RawVector} */ local_n2(): RawVector; /** * @returns {number} */ subshape1(): number; /** * @returns {number} */ subshape2(): number; /** * @returns {number} */ num_contacts(): number; /** * @param {number} i * @returns {RawVector | undefined} */ contact_local_p1(i: number): RawVector | undefined; /** * @param {number} i * @returns {RawVector | undefined} */ contact_local_p2(i: number): RawVector | undefined; /** * @param {number} i * @returns {number} */ contact_dist(i: number): number; /** * @param {number} i * @returns {number} */ contact_fid1(i: number): number; /** * @param {number} i * @returns {number} */ contact_fid2(i: number): number; /** * @param {number} i * @returns {number} */ contact_impulse(i: number): number; /** * @param {number} i * @returns {number} */ contact_tangent_impulse_x(i: number): number; /** * @param {number} i * @returns {number} */ contact_tangent_impulse_y(i: number): number; /** * @returns {number} */ num_solver_contacts(): number; /** * @param {number} i * @returns {RawVector | undefined} */ solver_contact_point(i: number): RawVector | undefined; /** * @param {number} i * @returns {number} */ solver_contact_dist(i: number): number; /** * @param {number} i * @returns {number} */ solver_contact_friction(i: number): number; /** * @param {number} i * @returns {number} */ solver_contact_restitution(i: number): number; /** * @param {number} i * @returns {RawVector} */ solver_contact_tangent_velocity(i: number): RawVector; } /** */ export class RawContactPair { free(): void; /** * @returns {number} */ collider1(): number; /** * @returns {number} */ collider2(): number; /** * @returns {number} */ numContactManifolds(): number; /** * @param {number} i * @returns {RawContactManifold | undefined} */ contactManifold(i: number): RawContactManifold | undefined; } /** */ export class RawDebugRenderPipeline { free(): void; /** */ constructor(); /** * @returns {Float32Array} */ vertices(): Float32Array; /** * @returns {Float32Array} */ colors(): Float32Array; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawImpulseJointSet} impulse_joints * @param {RawMultibodyJointSet} multibody_joints * @param {RawNarrowPhase} narrow_phase */ render(bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet, narrow_phase: RawNarrowPhase): void; } /** */ export class RawDeserializedWorld { free(): void; /** * @returns {RawVector | undefined} */ takeGravity(): RawVector | undefined; /** * @returns {RawIntegrationParameters | undefined} */ takeIntegrationParameters(): RawIntegrationParameters | undefined; /** * @returns {RawIslandManager | undefined} */ takeIslandManager(): RawIslandManager | undefined; /** * @returns {RawBroadPhase | undefined} */ takeBroadPhase(): RawBroadPhase | undefined; /** * @returns {RawNarrowPhase | undefined} */ takeNarrowPhase(): RawNarrowPhase | undefined; /** * @returns {RawRigidBodySet | undefined} */ takeBodies(): RawRigidBodySet | undefined; /** * @returns {RawColliderSet | undefined} */ takeColliders(): RawColliderSet | undefined; /** * @returns {RawImpulseJointSet | undefined} */ takeImpulseJoints(): RawImpulseJointSet | undefined; /** * @returns {RawMultibodyJointSet | undefined} */ takeMultibodyJoints(): RawMultibodyJointSet | undefined; } /** * A structure responsible for collecting events generated * by the physics engine. */ export class RawEventQueue { free(): void; /** * Creates a new event collector. * * # Parameters * - `autoDrain`: setting this to `true` is strongly recommended. If true, the collector will * be automatically drained before each `world.step(collector)`. If false, the collector will * keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of * RAM if no drain is performed. * @param {boolean} autoDrain */ constructor(autoDrain: boolean); /** * Applies the given javascript closure on each collision event of this collector, then clear * the internal collision event buffer. * * # Parameters * - `f(handle1, handle2, started)`: JavaScript closure applied to each collision event. The * closure should take three arguments: two integers representing the handles of the colliders * involved in the collision, and a boolean indicating if the collision started (true) or stopped * (false). * @param {Function} f */ drainCollisionEvents(f: Function): void; /** * @param {Function} f */ drainContactForceEvents(f: Function): void; /** * Removes all events contained by this collector. */ clear(): void; } /** */ export class RawGenericJoint { free(): void; /** * Create a new joint descriptor that builds spehrical joints. * * A spherical joints allows three relative rotational degrees of freedom * by preventing any relative translation between the anchors of the * two attached rigid-bodies. * @param {RawVector} anchor1 * @param {RawVector} anchor2 * @returns {RawGenericJoint} */ static spherical(anchor1: RawVector, anchor2: RawVector): RawGenericJoint; /** * Creates a new joint descriptor that builds a Prismatic joint. * * A prismatic joint removes all the degrees of freedom between the * affected bodies, except for the translation along one axis. * * Returns `None` if any of the provided axes cannot be normalized. * @param {RawVector} anchor1 * @param {RawVector} anchor2 * @param {RawVector} axis * @param {boolean} limitsEnabled * @param {number} limitsMin * @param {number} limitsMax * @returns {RawGenericJoint | undefined} */ static prismatic(anchor1: RawVector, anchor2: RawVector, axis: RawVector, limitsEnabled: boolean, limitsMin: number, limitsMax: number): RawGenericJoint | undefined; /** * Creates a new joint descriptor that builds a Fixed joint. * * A fixed joint removes all the degrees of freedom between the affected bodies. * @param {RawVector} anchor1 * @param {RawRotation} axes1 * @param {RawVector} anchor2 * @param {RawRotation} axes2 * @returns {RawGenericJoint} */ static fixed(anchor1: RawVector, axes1: RawRotation, anchor2: RawVector, axes2: RawRotation): RawGenericJoint; /** * Create a new joint descriptor that builds Revolute joints. * * A revolute joint removes all degrees of freedom between the affected * bodies except for the rotation along one axis. * @param {RawVector} anchor1 * @param {RawVector} anchor2 * @param {RawVector} axis * @param {boolean} limitsEnabled * @param {number} limitsMin * @param {number} limitsMax * @returns {RawGenericJoint | undefined} */ static revolute(anchor1: RawVector, anchor2: RawVector, axis: RawVector, limitsEnabled: boolean, limitsMin: number, limitsMax: number): RawGenericJoint | undefined; } /** */ export class RawImpulseJointSet { free(): void; /** * The type of this joint. * @param {number} handle * @returns {number} */ jointType(handle: number): number; /** * The unique integer identifier of the first rigid-body this joint it attached to. * @param {number} handle * @returns {number} */ jointBodyHandle1(handle: number): number; /** * The unique integer identifier of the second rigid-body this joint is attached to. * @param {number} handle * @returns {number} */ jointBodyHandle2(handle: number): number; /** * The angular part of the joint’s local frame relative to the first rigid-body it is attached to. * @param {number} handle * @returns {RawRotation} */ jointFrameX1(handle: number): RawRotation; /** * The angular part of the joint’s local frame relative to the second rigid-body it is attached to. * @param {number} handle * @returns {RawRotation} */ jointFrameX2(handle: number): RawRotation; /** * The position of the first anchor of this joint. * * The first anchor gives the position of the points application point on the * local frame of the first rigid-body it is attached to. * @param {number} handle * @returns {RawVector} */ jointAnchor1(handle: number): RawVector; /** * The position of the second anchor of this joint. * * The second anchor gives the position of the points application point on the * local frame of the second rigid-body it is attached to. * @param {number} handle * @returns {RawVector} */ jointAnchor2(handle: number): RawVector; /** * Sets the position of the first local anchor * @param {number} handle * @param {RawVector} newPos */ jointSetAnchor1(handle: number, newPos: RawVector): void; /** * Sets the position of the second local anchor * @param {number} handle * @param {RawVector} newPos */ jointSetAnchor2(handle: number, newPos: RawVector): void; /** * Are contacts between the rigid-bodies attached by this joint enabled? * @param {number} handle * @returns {boolean} */ jointContactsEnabled(handle: number): boolean; /** * Sets whether contacts are enabled between the rigid-bodies attached by this joint. * @param {number} handle * @param {boolean} enabled */ jointSetContactsEnabled(handle: number, enabled: boolean): void; /** * Are the limits for this joint enabled? * @param {number} handle * @param {number} axis * @returns {boolean} */ jointLimitsEnabled(handle: number, axis: number): boolean; /** * Return the lower limit along the given joint axis. * @param {number} handle * @param {number} axis * @returns {number} */ jointLimitsMin(handle: number, axis: number): number; /** * If this is a prismatic joint, returns its upper limit. * @param {number} handle * @param {number} axis * @returns {number} */ jointLimitsMax(handle: number, axis: number): number; /** * Enables and sets the joint limits * @param {number} handle * @param {number} axis * @param {number} min * @param {number} max */ jointSetLimits(handle: number, axis: number, min: number, max: number): void; /** * @param {number} handle * @param {number} axis * @param {number} model */ jointConfigureMotorModel(handle: number, axis: number, model: number): void; /** * @param {number} handle * @param {number} axis * @param {number} targetVel * @param {number} factor */ jointConfigureMotorVelocity(handle: number, axis: number, targetVel: number, factor: number): void; /** * @param {number} handle * @param {number} axis * @param {number} targetPos * @param {number} stiffness * @param {number} damping */ jointConfigureMotorPosition(handle: number, axis: number, targetPos: number, stiffness: number, damping: number): void; /** * @param {number} handle * @param {number} axis * @param {number} targetPos * @param {number} targetVel * @param {number} stiffness * @param {number} damping */ jointConfigureMotor(handle: number, axis: number, targetPos: number, targetVel: number, stiffness: number, damping: number): void; /** */ constructor(); /** * @param {RawGenericJoint} params * @param {number} parent1 * @param {number} parent2 * @param {boolean} wake_up * @returns {number} */ createJoint(params: RawGenericJoint, parent1: number, parent2: number, wake_up: boolean): number; /** * @param {number} handle * @param {boolean} wakeUp */ remove(handle: number, wakeUp: boolean): void; /** * @returns {number} */ len(): number; /** * @param {number} handle * @returns {boolean} */ contains(handle: number): boolean; /** * Applies the given JavaScript function to the integer handle of each joint managed by this physics world. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`. * @param {Function} f */ forEachJointHandle(f: Function): void; /** * Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`. * @param {number} body * @param {Function} f */ forEachJointAttachedToRigidBody(body: number, f: Function): void; } /** */ export class RawIntegrationParameters { free(): void; /** */ constructor(); /** */ allowedLinearError: number; /** */ dt: number; /** */ erp: number; /** */ maxCcdSubsteps: number; /** */ maxStabilizationIterations: number; /** */ maxVelocityFrictionIterations: number; /** */ maxVelocityIterations: number; /** */ minIslandSize: number; /** */ predictionDistance: number; } /** */ export class RawIslandManager { free(): void; /** */ constructor(); /** * Applies the given JavaScript function to the integer handle of each active rigid-body * managed by this island manager. * * After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by * the physics engine in order to save computational power. A sleeping rigid-body never moves * unless it is moved manually by the user. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each active rigid-body managed by this * set. Called as `f(collider)`. * @param {Function} f */ forEachActiveRigidBodyHandle(f: Function): void; } /** */ export class RawKinematicCharacterController { free(): void; /** * @param {number} offset */ constructor(offset: number); /** * @returns {RawVector} */ up(): RawVector; /** * @param {RawVector} vector */ setUp(vector: RawVector): void; /** * @returns {number} */ offset(): number; /** * @param {number} value */ setOffset(value: number): void; /** * @returns {boolean} */ slideEnabled(): boolean; /** * @param {boolean} enabled */ setSlideEnabled(enabled: boolean): void; /** * @returns {number | undefined} */ autostepMaxHeight(): number | undefined; /** * @returns {number | undefined} */ autostepMinWidth(): number | undefined; /** * @returns {boolean | undefined} */ autostepIncludesDynamicBodies(): boolean | undefined; /** * @returns {boolean} */ autostepEnabled(): boolean; /** * @param {number} maxHeight * @param {number} minWidth * @param {boolean} includeDynamicBodies */ enableAutostep(maxHeight: number, minWidth: number, includeDynamicBodies: boolean): void; /** */ disableAutostep(): void; /** * @returns {number} */ maxSlopeClimbAngle(): number; /** * @param {number} angle */ setMaxSlopeClimbAngle(angle: number): void; /** * @returns {number} */ minSlopeSlideAngle(): number; /** * @param {number} angle */ setMinSlopeSlideAngle(angle: number): void; /** * @returns {number | undefined} */ snapToGroundDistance(): number | undefined; /** * @param {number} distance */ enableSnapToGround(distance: number): void; /** */ disableSnapToGround(): void; /** * @returns {boolean} */ snapToGroundEnabled(): boolean; /** * @param {number} dt * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawQueryPipeline} queries * @param {number} collider_handle * @param {RawVector} desired_translation * @param {boolean} apply_impulses_to_dynamic_bodies * @param {number | undefined} character_mass * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {Function} filter_predicate */ computeColliderMovement(dt: number, bodies: RawRigidBodySet, colliders: RawColliderSet, queries: RawQueryPipeline, collider_handle: number, desired_translation: RawVector, apply_impulses_to_dynamic_bodies: boolean, character_mass: number | undefined, filter_flags: number, filter_groups: number | undefined, filter_predicate: Function): void; /** * @returns {RawVector} */ computedMovement(): RawVector; /** * @returns {boolean} */ computedGrounded(): boolean; /** * @returns {number} */ numComputedCollisions(): number; /** * @param {number} i * @param {RawCharacterCollision} collision * @returns {boolean} */ computedCollision(i: number, collision: RawCharacterCollision): boolean; } /** */ export class RawMultibodyJointSet { free(): void; /** * The type of this joint. * @param {number} handle * @returns {number} */ jointType(handle: number): number; /** * The angular part of the joint’s local frame relative to the first rigid-body it is attached to. * @param {number} handle * @returns {RawRotation} */ jointFrameX1(handle: number): RawRotation; /** * The angular part of the joint’s local frame relative to the second rigid-body it is attached to. * @param {number} handle * @returns {RawRotation} */ jointFrameX2(handle: number): RawRotation; /** * The position of the first anchor of this joint. * * The first anchor gives the position of the points application point on the * local frame of the first rigid-body it is attached to. * @param {number} handle * @returns {RawVector} */ jointAnchor1(handle: number): RawVector; /** * The position of the second anchor of this joint. * * The second anchor gives the position of the points application point on the * local frame of the second rigid-body it is attached to. * @param {number} handle * @returns {RawVector} */ jointAnchor2(handle: number): RawVector; /** * Are contacts between the rigid-bodies attached by this joint enabled? * @param {number} handle * @returns {boolean} */ jointContactsEnabled(handle: number): boolean; /** * Sets whether contacts are enabled between the rigid-bodies attached by this joint. * @param {number} handle * @param {boolean} enabled */ jointSetContactsEnabled(handle: number, enabled: boolean): void; /** * Are the limits for this joint enabled? * @param {number} handle * @param {number} axis * @returns {boolean} */ jointLimitsEnabled(handle: number, axis: number): boolean; /** * Return the lower limit along the given joint axis. * @param {number} handle * @param {number} axis * @returns {number} */ jointLimitsMin(handle: number, axis: number): number; /** * If this is a prismatic joint, returns its upper limit. * @param {number} handle * @param {number} axis * @returns {number} */ jointLimitsMax(handle: number, axis: number): number; /** */ constructor(); /** * @param {RawGenericJoint} params * @param {number} parent1 * @param {number} parent2 * @param {boolean} wakeUp * @returns {number} */ createJoint(params: RawGenericJoint, parent1: number, parent2: number, wakeUp: boolean): number; /** * @param {number} handle * @param {boolean} wakeUp */ remove(handle: number, wakeUp: boolean): void; /** * @param {number} handle * @returns {boolean} */ contains(handle: number): boolean; /** * Applies the given JavaScript function to the integer handle of each joint managed by this physics world. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`. * @param {Function} f */ forEachJointHandle(f: Function): void; /** * Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`. * @param {number} body * @param {Function} f */ forEachJointAttachedToRigidBody(body: number, f: Function): void; } /** */ export class RawNarrowPhase { free(): void; /** */ constructor(); /** * @param {number} handle1 * @param {Function} f */ contacts_with(handle1: number, f: Function): void; /** * @param {number} handle1 * @param {number} handle2 * @returns {RawContactPair | undefined} */ contact_pair(handle1: number, handle2: number): RawContactPair | undefined; /** * @param {number} handle1 * @param {Function} f */ intersections_with(handle1: number, f: Function): void; /** * @param {number} handle1 * @param {number} handle2 * @returns {boolean} */ intersection_pair(handle1: number, handle2: number): boolean; } /** */ export class RawPhysicsPipeline { free(): void; /** */ constructor(); /** * @param {RawVector} gravity * @param {RawIntegrationParameters} integrationParameters * @param {RawIslandManager} islands * @param {RawBroadPhase} broadPhase * @param {RawNarrowPhase} narrowPhase * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawImpulseJointSet} joints * @param {RawMultibodyJointSet} articulations * @param {RawCCDSolver} ccd_solver */ step(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver): void; /** * @param {RawVector} gravity * @param {RawIntegrationParameters} integrationParameters * @param {RawIslandManager} islands * @param {RawBroadPhase} broadPhase * @param {RawNarrowPhase} narrowPhase * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawImpulseJointSet} joints * @param {RawMultibodyJointSet} articulations * @param {RawCCDSolver} ccd_solver * @param {RawEventQueue} eventQueue * @param {object} hookObject * @param {Function} hookFilterContactPair * @param {Function} hookFilterIntersectionPair */ stepWithEvents(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver, eventQueue: RawEventQueue, hookObject: object, hookFilterContactPair: Function, hookFilterIntersectionPair: Function): void; } /** */ export class RawPointColliderProjection { free(): void; /** * @returns {number} */ colliderHandle(): number; /** * @returns {RawVector} */ point(): RawVector; /** * @returns {boolean} */ isInside(): boolean; /** * @returns {number} */ featureType(): number; /** * @returns {number | undefined} */ featureId(): number | undefined; } /** */ export class RawPointProjection { free(): void; /** * @returns {RawVector} */ point(): RawVector; /** * @returns {boolean} */ isInside(): boolean; } /** */ export class RawQueryPipeline { free(): void; /** */ constructor(); /** * @param {RawIslandManager} islands * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders */ update(islands: RawIslandManager, bodies: RawRigidBodySet, colliders: RawColliderSet): void; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {RawRayColliderToi | undefined} */ castRay(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): RawRayColliderToi | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {RawRayColliderIntersection | undefined} */ castRayAndGetNormal(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): RawRayColliderIntersection | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @param {Function} callback * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate */ intersectionsWithRay(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, callback: Function, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): void; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawShape} shape * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {number | undefined} */ intersectionWithShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): number | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} point * @param {boolean} solid * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {RawPointColliderProjection | undefined} */ projectPoint(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, solid: boolean, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): RawPointColliderProjection | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} point * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {RawPointColliderProjection | undefined} */ projectPointAndGetFeature(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): RawPointColliderProjection | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} point * @param {Function} callback * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate */ intersectionsWithPoint(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, callback: Function, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): void; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} shapeVel * @param {RawShape} shape * @param {number} maxToi * @param {boolean} stop_at_penetration * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate * @returns {RawShapeColliderTOI | undefined} */ castShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shapeVel: RawVector, shape: RawShape, maxToi: number, stop_at_penetration: boolean, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): RawShapeColliderTOI | undefined; /** * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawShape} shape * @param {Function} callback * @param {number} filter_flags * @param {number | undefined} filter_groups * @param {number | undefined} filter_exclude_collider * @param {number | undefined} filter_exclude_rigid_body * @param {Function} filter_predicate */ intersectionsWithShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, callback: Function, filter_flags: number, filter_groups: number | undefined, filter_exclude_collider: number | undefined, filter_exclude_rigid_body: number | undefined, filter_predicate: Function): void; /** * @param {RawVector} aabbCenter * @param {RawVector} aabbHalfExtents * @param {Function} callback */ collidersWithAabbIntersectingAabb(aabbCenter: RawVector, aabbHalfExtents: RawVector, callback: Function): void; } /** */ export class RawRayColliderIntersection { free(): void; /** * @returns {number} */ colliderHandle(): number; /** * @returns {RawVector} */ normal(): RawVector; /** * @returns {number} */ toi(): number; /** * @returns {number} */ featureType(): number; /** * @returns {number | undefined} */ featureId(): number | undefined; } /** */ export class RawRayColliderToi { free(): void; /** * @returns {number} */ colliderHandle(): number; /** * @returns {number} */ toi(): number; } /** */ export class RawRayIntersection { free(): void; /** * @returns {RawVector} */ normal(): RawVector; /** * @returns {number} */ toi(): number; /** * @returns {number} */ featureType(): number; /** * @returns {number | undefined} */ featureId(): number | undefined; } /** */ export class RawRigidBodySet { free(): void; /** * The world-space translation of this rigid-body. * @param {number} handle * @returns {RawVector} */ rbTranslation(handle: number): RawVector; /** * The world-space orientation of this rigid-body. * @param {number} handle * @returns {RawRotation} */ rbRotation(handle: number): RawRotation; /** * Put the given rigid-body to sleep. * @param {number} handle */ rbSleep(handle: number): void; /** * Is this rigid-body sleeping? * @param {number} handle * @returns {boolean} */ rbIsSleeping(handle: number): boolean; /** * Is the velocity of this rigid-body not zero? * @param {number} handle * @returns {boolean} */ rbIsMoving(handle: number): boolean; /** * The world-space predicted translation of this rigid-body. * * If this rigid-body is kinematic this value is set by the `setNextKinematicTranslation` * method and is used for estimating the kinematic body velocity at the next timestep. * For non-kinematic bodies, this value is currently unspecified. * @param {number} handle * @returns {RawVector} */ rbNextTranslation(handle: number): RawVector; /** * The world-space predicted orientation of this rigid-body. * * If this rigid-body is kinematic this value is set by the `setNextKinematicRotation` * method and is used for estimating the kinematic body velocity at the next timestep. * For non-kinematic bodies, this value is currently unspecified. * @param {number} handle * @returns {RawRotation} */ rbNextRotation(handle: number): RawRotation; /** * Sets the translation of this rigid-body. * * # Parameters * - `x`: the world-space position of the rigid-body along the `x` axis. * - `y`: the world-space position of the rigid-body along the `y` axis. * - `z`: the world-space position of the rigid-body along the `z` axis. * - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z * @param {boolean} wakeUp */ rbSetTranslation(handle: number, x: number, y: number, z: number, wakeUp: boolean): void; /** * Sets the rotation quaternion of this rigid-body. * * This does nothing if a zero quaternion is provided. * * # Parameters * - `x`: the first vector component of the quaternion. * - `y`: the second vector component of the quaternion. * - `z`: the third vector component of the quaternion. * - `w`: the scalar component of the quaternion. * - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z * @param {number} w * @param {boolean} wakeUp */ rbSetRotation(handle: number, x: number, y: number, z: number, w: number, wakeUp: boolean): void; /** * Sets the linear velocity of this rigid-body. * @param {number} handle * @param {RawVector} linvel * @param {boolean} wakeUp */ rbSetLinvel(handle: number, linvel: RawVector, wakeUp: boolean): void; /** * Sets the angular velocity of this rigid-body. * @param {number} handle * @param {RawVector} angvel * @param {boolean} wakeUp */ rbSetAngvel(handle: number, angvel: RawVector, wakeUp: boolean): void; /** * If this rigid body is kinematic, sets its future translation after the next timestep integration. * * This should be used instead of `rigidBody.setTranslation` to make the dynamic object * interacting with this kinematic body behave as expected. Internally, Rapier will compute * an artificial velocity for this rigid-body from its current position and its next kinematic * position. This velocity will be used to compute forces on dynamic bodies interacting with * this body. * * # Parameters * - `x`: the world-space position of the rigid-body along the `x` axis. * - `y`: the world-space position of the rigid-body along the `y` axis. * - `z`: the world-space position of the rigid-body along the `z` axis. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z */ rbSetNextKinematicTranslation(handle: number, x: number, y: number, z: number): void; /** * If this rigid body is kinematic, sets its future rotation after the next timestep integration. * * This should be used instead of `rigidBody.setRotation` to make the dynamic object * interacting with this kinematic body behave as expected. Internally, Rapier will compute * an artificial velocity for this rigid-body from its current position and its next kinematic * position. This velocity will be used to compute forces on dynamic bodies interacting with * this body. * * # Parameters * - `x`: the first vector component of the quaternion. * - `y`: the second vector component of the quaternion. * - `z`: the third vector component of the quaternion. * - `w`: the scalar component of the quaternion. * @param {number} handle * @param {number} x * @param {number} y * @param {number} z * @param {number} w */ rbSetNextKinematicRotation(handle: number, x: number, y: number, z: number, w: number): void; /** * @param {number} handle * @param {RawColliderSet} colliders */ rbRecomputeMassPropertiesFromColliders(handle: number, colliders: RawColliderSet): void; /** * @param {number} handle * @param {number} mass * @param {boolean} wake_up */ rbSetAdditionalMass(handle: number, mass: number, wake_up: boolean): void; /** * @param {number} handle * @param {number} mass * @param {RawVector} centerOfMass * @param {RawVector} principalAngularInertia * @param {RawRotation} angularInertiaFrame * @param {boolean} wake_up */ rbSetAdditionalMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, wake_up: boolean): void; /** * The linear velocity of this rigid-body. * @param {number} handle * @returns {RawVector} */ rbLinvel(handle: number): RawVector; /** * The angular velocity of this rigid-body. * @param {number} handle * @returns {RawVector} */ rbAngvel(handle: number): RawVector; /** * @param {number} handle * @param {boolean} locked * @param {boolean} wake_up */ rbLockTranslations(handle: number, locked: boolean, wake_up: boolean): void; /** * @param {number} handle * @param {boolean} allow_x * @param {boolean} allow_y * @param {boolean} allow_z * @param {boolean} wake_up */ rbSetEnabledTranslations(handle: number, allow_x: boolean, allow_y: boolean, allow_z: boolean, wake_up: boolean): void; /** * @param {number} handle * @param {boolean} locked * @param {boolean} wake_up */ rbLockRotations(handle: number, locked: boolean, wake_up: boolean): void; /** * @param {number} handle * @param {boolean} allow_x * @param {boolean} allow_y * @param {boolean} allow_z * @param {boolean} wake_up */ rbSetEnabledRotations(handle: number, allow_x: boolean, allow_y: boolean, allow_z: boolean, wake_up: boolean): void; /** * @param {number} handle * @returns {number} */ rbDominanceGroup(handle: number): number; /** * @param {number} handle * @param {number} group */ rbSetDominanceGroup(handle: number, group: number): void; /** * @param {number} handle * @param {boolean} enabled */ rbEnableCcd(handle: number, enabled: boolean): void; /** * The mass of this rigid-body. * @param {number} handle * @returns {number} */ rbMass(handle: number): number; /** * Wakes this rigid-body up. * * A dynamic rigid-body that does not move during several consecutive frames will * be put to sleep by the physics engine, i.e., it will stop being simulated in order * to avoid useless computations. * This methods forces a sleeping rigid-body to wake-up. This is useful, e.g., before modifying * the position of a dynamic body so that it is properly simulated afterwards. * @param {number} handle */ rbWakeUp(handle: number): void; /** * Is Continuous Collision Detection enabled for this rigid-body? * @param {number} handle * @returns {boolean} */ rbIsCcdEnabled(handle: number): boolean; /** * The number of colliders attached to this rigid-body. * @param {number} handle * @returns {number} */ rbNumColliders(handle: number): number; /** * Retrieves the `i-th` collider attached to this rigid-body. * * # Parameters * - `at`: The index of the collider to retrieve. Must be a number in `[0, this.numColliders()[`. * This index is **not** the same as the unique identifier of the collider. * @param {number} handle * @param {number} at * @returns {number} */ rbCollider(handle: number, at: number): number; /** * The status of this rigid-body: fixed, dynamic, or kinematic. * @param {number} handle * @returns {number} */ rbBodyType(handle: number): number; /** * Set a new status for this rigid-body: fixed, dynamic, or kinematic. * @param {number} handle * @param {number} status */ rbSetBodyType(handle: number, status: number): void; /** * Is this rigid-body fixed? * @param {number} handle * @returns {boolean} */ rbIsFixed(handle: number): boolean; /** * Is this rigid-body kinematic? * @param {number} handle * @returns {boolean} */ rbIsKinematic(handle: number): boolean; /** * Is this rigid-body dynamic? * @param {number} handle * @returns {boolean} */ rbIsDynamic(handle: number): boolean; /** * The linear damping coefficient of this rigid-body. * @param {number} handle * @returns {number} */ rbLinearDamping(handle: number): number; /** * The angular damping coefficient of this rigid-body. * @param {number} handle * @returns {number} */ rbAngularDamping(handle: number): number; /** * @param {number} handle * @param {number} factor */ rbSetLinearDamping(handle: number, factor: number): void; /** * @param {number} handle * @param {number} factor */ rbSetAngularDamping(handle: number, factor: number): void; /** * @param {number} handle * @returns {number} */ rbGravityScale(handle: number): number; /** * @param {number} handle * @param {number} factor * @param {boolean} wakeUp */ rbSetGravityScale(handle: number, factor: number, wakeUp: boolean): void; /** * Resets to zero all user-added forces added to this rigid-body. * @param {number} handle * @param {boolean} wakeUp */ rbResetForces(handle: number, wakeUp: boolean): void; /** * Resets to zero all user-added torques added to this rigid-body. * @param {number} handle * @param {boolean} wakeUp */ rbResetTorques(handle: number, wakeUp: boolean): void; /** * Adds a force at the center-of-mass of this rigid-body. * * # Parameters * - `force`: the world-space force to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} force * @param {boolean} wakeUp */ rbAddForce(handle: number, force: RawVector, wakeUp: boolean): void; /** * Applies an impulse at the center-of-mass of this rigid-body. * * # Parameters * - `impulse`: the world-space impulse to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} impulse * @param {boolean} wakeUp */ rbApplyImpulse(handle: number, impulse: RawVector, wakeUp: boolean): void; /** * Adds a torque at the center-of-mass of this rigid-body. * * # Parameters * - `torque`: the world-space torque to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} torque * @param {boolean} wakeUp */ rbAddTorque(handle: number, torque: RawVector, wakeUp: boolean): void; /** * Applies an impulsive torque at the center-of-mass of this rigid-body. * * # Parameters * - `torque impulse`: the world-space torque impulse to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} torque_impulse * @param {boolean} wakeUp */ rbApplyTorqueImpulse(handle: number, torque_impulse: RawVector, wakeUp: boolean): void; /** * Adds a force at the given world-space point of this rigid-body. * * # Parameters * - `force`: the world-space force to apply on the rigid-body. * - `point`: the world-space point where the impulse is to be applied on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} force * @param {RawVector} point * @param {boolean} wakeUp */ rbAddForceAtPoint(handle: number, force: RawVector, point: RawVector, wakeUp: boolean): void; /** * Applies an impulse at the given world-space point of this rigid-body. * * # Parameters * - `impulse`: the world-space impulse to apply on the rigid-body. * - `point`: the world-space point where the impulse is to be applied on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? * @param {number} handle * @param {RawVector} impulse * @param {RawVector} point * @param {boolean} wakeUp */ rbApplyImpulseAtPoint(handle: number, impulse: RawVector, point: RawVector, wakeUp: boolean): void; /** * An arbitrary user-defined 32-bit integer * @param {number} handle * @returns {number} */ rbUserData(handle: number): number; /** * Sets the user-defined 32-bit integer of this rigid-body. * * # Parameters * - `data`: an arbitrary user-defined 32-bit integer. * @param {number} handle * @param {number} data */ rbSetUserData(handle: number, data: number): void; /** */ constructor(); /** * @param {RawVector} translation * @param {RawRotation} rotation * @param {number} gravityScale * @param {number} mass * @param {boolean} massOnly * @param {RawVector} centerOfMass * @param {RawVector} linvel * @param {RawVector} angvel * @param {RawVector} principalAngularInertia * @param {RawRotation} angularInertiaFrame * @param {boolean} translationEnabledX * @param {boolean} translationEnabledY * @param {boolean} translationEnabledZ * @param {boolean} rotationEnabledX * @param {boolean} rotationEnabledY * @param {boolean} rotationEnabledZ * @param {number} linearDamping * @param {number} angularDamping * @param {number} rb_type * @param {boolean} canSleep * @param {boolean} sleeping * @param {boolean} ccdEnabled * @param {number} dominanceGroup * @returns {number} */ createRigidBody(translation: RawVector, rotation: RawRotation, gravityScale: number, mass: number, massOnly: boolean, centerOfMass: RawVector, linvel: RawVector, angvel: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, translationEnabledX: boolean, translationEnabledY: boolean, translationEnabledZ: boolean, rotationEnabledX: boolean, rotationEnabledY: boolean, rotationEnabledZ: boolean, linearDamping: number, angularDamping: number, rb_type: number, canSleep: boolean, sleeping: boolean, ccdEnabled: boolean, dominanceGroup: number): number; /** * @param {number} handle * @param {RawIslandManager} islands * @param {RawColliderSet} colliders * @param {RawImpulseJointSet} joints * @param {RawMultibodyJointSet} articulations */ remove(handle: number, islands: RawIslandManager, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet): void; /** * The number of rigid-bodies on this set. * @returns {number} */ len(): number; /** * Checks if a rigid-body with the given integer handle exists. * @param {number} handle * @returns {boolean} */ contains(handle: number): boolean; /** * Applies the given JavaScript function to the integer handle of each rigid-body managed by this set. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each rigid-body managed by this set. Called as `f(collider)`. * @param {Function} f */ forEachRigidBodyHandle(f: Function): void; } /** * A rotation quaternion. */ export class RawRotation { free(): void; /** * @param {number} x * @param {number} y * @param {number} z * @param {number} w */ constructor(x: number, y: number, z: number, w: number); /** * The identity quaternion. * @returns {RawRotation} */ static identity(): RawRotation; /** * The `w` component of this quaternion. */ readonly w: number; /** * The `x` component of this quaternion. */ readonly x: number; /** * The `y` component of this quaternion. */ readonly y: number; /** * The `z` component of this quaternion. */ readonly z: number; } /** */ export class RawSerializationPipeline { free(): void; /** */ constructor(); /** * @param {RawVector} gravity * @param {RawIntegrationParameters} integrationParameters * @param {RawIslandManager} islands * @param {RawBroadPhase} broadPhase * @param {RawNarrowPhase} narrowPhase * @param {RawRigidBodySet} bodies * @param {RawColliderSet} colliders * @param {RawImpulseJointSet} impulse_joints * @param {RawMultibodyJointSet} multibody_joints * @returns {Uint8Array | undefined} */ serializeAll(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet): Uint8Array | undefined; /** * @param {Uint8Array} data * @returns {RawDeserializedWorld | undefined} */ deserializeAll(data: Uint8Array): RawDeserializedWorld | undefined; } /** */ export class RawShape { free(): void; /** * @param {number} hx * @param {number} hy * @param {number} hz * @returns {RawShape} */ static cuboid(hx: number, hy: number, hz: number): RawShape; /** * @param {number} hx * @param {number} hy * @param {number} hz * @param {number} borderRadius * @returns {RawShape} */ static roundCuboid(hx: number, hy: number, hz: number, borderRadius: number): RawShape; /** * @param {number} radius * @returns {RawShape} */ static ball(radius: number): RawShape; /** * @param {RawVector} normal * @returns {RawShape} */ static halfspace(normal: RawVector): RawShape; /** * @param {number} halfHeight * @param {number} radius * @returns {RawShape} */ static capsule(halfHeight: number, radius: number): RawShape; /** * @param {number} halfHeight * @param {number} radius * @returns {RawShape} */ static cylinder(halfHeight: number, radius: number): RawShape; /** * @param {number} halfHeight * @param {number} radius * @param {number} borderRadius * @returns {RawShape} */ static roundCylinder(halfHeight: number, radius: number, borderRadius: number): RawShape; /** * @param {number} halfHeight * @param {number} radius * @returns {RawShape} */ static cone(halfHeight: number, radius: number): RawShape; /** * @param {number} halfHeight * @param {number} radius * @param {number} borderRadius * @returns {RawShape} */ static roundCone(halfHeight: number, radius: number, borderRadius: number): RawShape; /** * @param {Float32Array} vertices * @param {Uint32Array} indices * @returns {RawShape} */ static polyline(vertices: Float32Array, indices: Uint32Array): RawShape; /** * @param {Float32Array} vertices * @param {Uint32Array} indices * @returns {RawShape} */ static trimesh(vertices: Float32Array, indices: Uint32Array): RawShape; /** * @param {number} nrows * @param {number} ncols * @param {Float32Array} heights * @param {RawVector} scale * @returns {RawShape} */ static heightfield(nrows: number, ncols: number, heights: Float32Array, scale: RawVector): RawShape; /** * @param {RawVector} p1 * @param {RawVector} p2 * @returns {RawShape} */ static segment(p1: RawVector, p2: RawVector): RawShape; /** * @param {RawVector} p1 * @param {RawVector} p2 * @param {RawVector} p3 * @returns {RawShape} */ static triangle(p1: RawVector, p2: RawVector, p3: RawVector): RawShape; /** * @param {RawVector} p1 * @param {RawVector} p2 * @param {RawVector} p3 * @param {number} borderRadius * @returns {RawShape} */ static roundTriangle(p1: RawVector, p2: RawVector, p3: RawVector, borderRadius: number): RawShape; /** * @param {Float32Array} points * @returns {RawShape | undefined} */ static convexHull(points: Float32Array): RawShape | undefined; /** * @param {Float32Array} points * @param {number} borderRadius * @returns {RawShape | undefined} */ static roundConvexHull(points: Float32Array, borderRadius: number): RawShape | undefined; /** * @param {Float32Array} vertices * @param {Uint32Array} indices * @returns {RawShape | undefined} */ static convexMesh(vertices: Float32Array, indices: Uint32Array): RawShape | undefined; /** * @param {Float32Array} vertices * @param {Uint32Array} indices * @param {number} borderRadius * @returns {RawShape | undefined} */ static roundConvexMesh(vertices: Float32Array, indices: Uint32Array, borderRadius: number): RawShape | undefined; /** * @param {RawVector} shapePos1 * @param {RawRotation} shapeRot1 * @param {RawVector} shapeVel1 * @param {RawShape} shape2 * @param {RawVector} shapePos2 * @param {RawRotation} shapeRot2 * @param {RawVector} shapeVel2 * @param {number} maxToi * @param {boolean} stop_at_penetration * @returns {RawShapeTOI | undefined} */ castShape(shapePos1: RawVector, shapeRot1: RawRotation, shapeVel1: RawVector, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, shapeVel2: RawVector, maxToi: number, stop_at_penetration: boolean): RawShapeTOI | undefined; /** * @param {RawVector} shapePos1 * @param {RawRotation} shapeRot1 * @param {RawShape} shape2 * @param {RawVector} shapePos2 * @param {RawRotation} shapeRot2 * @returns {boolean} */ intersectsShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean; /** * @param {RawVector} shapePos1 * @param {RawRotation} shapeRot1 * @param {RawShape} shape2 * @param {RawVector} shapePos2 * @param {RawRotation} shapeRot2 * @param {number} prediction * @returns {RawShapeContact | undefined} */ contactShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined; /** * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} point * @returns {boolean} */ containsPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector): boolean; /** * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} point * @param {boolean} solid * @returns {RawPointProjection} */ projectPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector, solid: boolean): RawPointProjection; /** * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @returns {boolean} */ intersectsRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean; /** * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @returns {number} */ castRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number; /** * @param {RawVector} shapePos * @param {RawRotation} shapeRot * @param {RawVector} rayOrig * @param {RawVector} rayDir * @param {number} maxToi * @param {boolean} solid * @returns {RawRayIntersection | undefined} */ castRayAndGetNormal(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined; } /** */ export class RawShapeColliderTOI { free(): void; /** * @returns {number} */ colliderHandle(): number; /** * @returns {number} */ toi(): number; /** * @returns {RawVector} */ witness1(): RawVector; /** * @returns {RawVector} */ witness2(): RawVector; /** * @returns {RawVector} */ normal1(): RawVector; /** * @returns {RawVector} */ normal2(): RawVector; } /** */ export class RawShapeContact { free(): void; /** * @returns {number} */ distance(): number; /** * @returns {RawVector} */ point1(): RawVector; /** * @returns {RawVector} */ point2(): RawVector; /** * @returns {RawVector} */ normal1(): RawVector; /** * @returns {RawVector} */ normal2(): RawVector; } /** */ export class RawShapeTOI { free(): void; /** * @returns {number} */ toi(): number; /** * @returns {RawVector} */ witness1(): RawVector; /** * @returns {RawVector} */ witness2(): RawVector; /** * @returns {RawVector} */ normal1(): RawVector; /** * @returns {RawVector} */ normal2(): RawVector; } /** * A vector. */ export class RawVector { free(): void; /** * Creates a new vector filled with zeros. * @returns {RawVector} */ static zero(): RawVector; /** * Creates a new 3D vector from its two components. * * # Parameters * - `x`: the `x` component of this 3D vector. * - `y`: the `y` component of this 3D vector. * - `z`: the `z` component of this 3D vector. * @param {number} x * @param {number} y * @param {number} z */ constructor(x: number, y: number, z: number); /** * Create a new 3D vector from this vector with its components rearranged as `{x, y, z}`. * * This will effectively return a copy of `this`. This method exist for completeness with the * other swizzling functions. * @returns {RawVector} */ xyz(): RawVector; /** * Create a new 3D vector from this vector with its components rearranged as `{y, x, z}`. * @returns {RawVector} */ yxz(): RawVector; /** * Create a new 3D vector from this vector with its components rearranged as `{z, x, y}`. * @returns {RawVector} */ zxy(): RawVector; /** * Create a new 3D vector from this vector with its components rearranged as `{x, z, y}`. * @returns {RawVector} */ xzy(): RawVector; /** * Create a new 3D vector from this vector with its components rearranged as `{y, z, x}`. * @returns {RawVector} */ yzx(): RawVector; /** * Create a new 3D vector from this vector with its components rearranged as `{z, y, x}`. * @returns {RawVector} */ zyx(): RawVector; /** * The `x` component of this vector. */ x: number; /** * The `y` component of this vector. */ y: number; /** * The `z` component of this vector. */ z: number; }