@dimforge/rapier2d-compat
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2-dimensional physics engine in Rust - official JS bindings. Compatibility package with inlined webassembly as base64.
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TypeScript
import { RawDebugRenderPipeline } from "../raw";
import { ImpulseJointSet, MultibodyJointSet, RigidBodySet } from "../dynamics";
import { Collider, ColliderSet, NarrowPhase } from "../geometry";
import { QueryFilterFlags } from "./query_pipeline";
/**
* The vertex and color buffers for debug-redering the physics scene.
*/
export declare class DebugRenderBuffers {
/**
* The lines to render. This is a flat array containing all the lines
* to render. Each line is described as two consecutive point. Each
* point is described as two (in 2D) or three (in 3D) consecutive
* floats. For example, in 2D, the array: `[1, 2, 3, 4, 5, 6, 7, 8]`
* describes the two segments `[[1, 2], [3, 4]]` and `[[5, 6], [7, 8]]`.
*/
vertices: Float32Array;
/**
* The color buffer. There is one color per vertex, and each color
* has four consecutive components (in RGBA format).
*/
colors: Float32Array;
constructor(vertices: Float32Array, colors: Float32Array);
}
/**
* A pipeline for rendering the physics scene.
*
* To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`
* once you are done using it (and all the rigid-bodies it created).
*/
export declare class DebugRenderPipeline {
raw: RawDebugRenderPipeline;
vertices: Float32Array;
colors: Float32Array;
/**
* Release the WASM memory occupied by this serialization pipeline.
*/
free(): void;
constructor(raw?: RawDebugRenderPipeline);
render(bodies: RigidBodySet, colliders: ColliderSet, impulse_joints: ImpulseJointSet, multibody_joints: MultibodyJointSet, narrow_phase: NarrowPhase, filterFlags?: QueryFilterFlags, filterPredicate?: (collider: Collider) => boolean): void;
}