babylon-mmd
Version:
babylon.js mmd loader and runtime
482 lines (477 loc) • 37.9 kB
TypeScript
/* tslint:disable */
/* eslint-disable */
export function createPhysicsWorld(): number;
export function destroyPhysicsWorld(world: number): void;
export function physicsWorldSetGravity(world: number, x: number, y: number, z: number): void;
export function physicsWorldStepSimulation(world: number, time_step: number, max_sub_steps: number, fixed_time_step: number): void;
export function physicsWorldAddRigidBody(world: number, rigidbody: number): void;
export function physicsWorldRemoveRigidBody(world: number, rigidbody: number): void;
export function physicsWorldAddRigidBodyBundle(world: number, bundle: number): void;
export function physicsWorldRemoveRigidBodyBundle(world: number, bundle: number): void;
export function physicsWorldAddConstraint(world: number, constraint: number, disable_collisions_between_linked_bodies: boolean): void;
export function physicsWorldRemoveConstraint(world: number, constraint: number): void;
export function physicsWorldUseMotionStateBuffer(world: number, use_buffer: boolean): void;
export function init(): void;
export function allocateBuffer(size: number): number;
/**
* Deallocate a buffer allocated by `allocateBuffer`.
* # Safety
* `ptr` must be a pointer to a buffer allocated by `allocateBuffer`.
*/
export function deallocateBuffer(ptr: number, size: number): void;
export function createMmdRuntime(): MmdRuntime;
export function createAnimationPool(): AnimationPool;
export function createBoxShape(x: number, y: number, z: number): number;
export function createSphereShape(radius: number): number;
export function createCapsuleShape(radius: number, height: number): number;
export function createStaticPlaneShape(normal_x: number, normal_y: number, normal_z: number, plane_constant: number): number;
export function destroyShape(ptr: number): void;
export function createRigidBody(info: number): number;
export function destroyRigidBody(ptr: number): void;
export function rigidBodyGetMotionStatePtr(ptr: number): number;
export function rigidBodyGetBufferedMotionStatePtr(ptr: number): number;
export function rigidBodySetDamping(ptr: number, linear_damping: number, angular_damping: number): void;
export function rigidBodyGetLinearDamping(ptr: number): number;
export function rigidBodyGetAngularDamping(ptr: number): number;
export function rigidBodySetMassProps(ptr: number, mass: number, local_inertia_x: number, local_inertia_y: number, local_inertia_z: number): void;
export function rigidBodyGetMass(ptr: number): number;
export function rigidBodyGetLocalInertia(ptr: number, out: number): void;
export function rigidBodyGetTotalForce(ptr: number, out: number): void;
export function rigidBodyGetTotalTorque(ptr: number, out: number): void;
export function rigidBodyApplyCentralForce(ptr: number, force_x: number, force_y: number, force_z: number): void;
export function rigidBodyApplyTorque(ptr: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyApplyForce(ptr: number, force_ptr: number, relative_position_ptr: number): void;
export function rigidBodyApplyCentralImpulse(ptr: number, impulse_x: number, impulse_y: number, impulse_z: number): void;
export function rigidBodyApplyTorqueImpulse(ptr: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyApplyImpulse(ptr: number, impulse_ptr: number, relative_position_ptr: number): void;
export function rigidBodyApplyPushImpulse(ptr: number, impulse_ptr: number, relative_position_ptr: number): void;
export function rigidBodyGetPushVelocity(ptr: number, out: number): void;
export function rigidBodyGetTurnVelocity(ptr: number, out: number): void;
export function rigidBodySetPushVelocity(ptr: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodySetTurnVelocity(ptr: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyApplyCentralPushImpulse(ptr: number, impulse_x: number, impulse_y: number, impulse_z: number): void;
export function rigidBodyApplyTorqueTurnImpulse(ptr: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyClearForces(ptr: number): void;
export function rigidBodyGetLinearVelocity(ptr: number, out: number): void;
export function rigidBodyGetAngularVelocity(ptr: number, out: number): void;
export function rigidBodySetLinearVelocity(ptr: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodySetAngularVelocity(ptr: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyGetVelocityInLocalPoint(ptr: number, relative_position_ptr: number, out: number): void;
export function rigidBodyGetPushVelocityInLocalPoint(ptr: number, relative_position_ptr: number, out: number): void;
export function rigidBodyTranslate(ptr: number, translation_x: number, translation_y: number, translation_z: number): void;
export function rigidBodySetShape(ptr: number, shape: number): void;
export function rigidBodyGetWorldTransformPtr(ptr: number): number;
export function rigidBodyGetKinematicStatePtr(ptr: number): number;
export function createGeneric6DofConstraint(body_a: number, body_b: number, frame_a: number, frame_b: number, use_linear_reference_frame_a: boolean): number;
export function createGeneric6DofConstraintFromBundle(body_bundle: number, body_a_index: number, body_b_index: number, frame_a: number, frame_b: number, use_linear_reference_frame_a: boolean): number;
export function createGeneric6DofSpringConstraint(body_a: number, body_b: number, frame_a: number, frame_b: number, use_linear_reference_frame_a: boolean): number;
export function createGeneric6DofSpringConstraintFromBundle(body_bundle: number, body_a_index: number, body_b_index: number, frame_a: number, frame_b: number, use_linear_reference_frame_a: boolean): number;
export function destroyConstraint(ptr: number): void;
export function constraintSetLinearLowerLimit(ptr: number, x: number, y: number, z: number): void;
export function constraintSetLinearUpperLimit(ptr: number, x: number, y: number, z: number): void;
export function constraintSetAngularLowerLimit(ptr: number, x: number, y: number, z: number): void;
export function constraintSetAngularUpperLimit(ptr: number, x: number, y: number, z: number): void;
export function constraintSetParam(ptr: number, num: number, value: number, axis: number): void;
export function constraintUseFrameOffset(ptr: number, frame_offset_on_off: boolean): void;
export function constraintEnableSpring(ptr: number, index: number, on_off: boolean): void;
export function constraintSetStiffness(ptr: number, index: number, stiffness: number): void;
export function constraintSetDamping(ptr: number, index: number, damping: number): void;
export function createMultiPhysicsRuntime(physics_world: number): number;
export function destroyMultiPhysicsRuntime(physics_runtime: number): void;
export function multiPhysicsRuntimeGetLockStatePtr(runtime: number): number;
export function multiPhysicsRuntimeBufferedStepSimulation(physics_runtime: number, time_step: number, max_sub_steps: number, fixed_time_step: number): void;
export function createMultiPhysicsWorld(allow_dynamic_shadow: boolean): number;
export function destroyMultiPhysicsWorld(world: number): void;
export function multiPhysicsWorldSetGravity(world: number, x: number, y: number, z: number): void;
export function multiPhysicsWorldStepSimulation(world: number, time_step: number, max_sub_steps: number, fixed_time_step: number): void;
export function multiPhysicsWorldAddRigidBody(world: number, world_id: number, rigidbody: number): void;
export function multiPhysicsWorldRemoveRigidBody(world: number, world_id: number, rigidbody: number): void;
export function multiPhysicsWorldAddRigidBodyBundle(world: number, world_id: number, bundle: number): void;
export function multiPhysicsWorldRemoveRigidBodyBundle(world: number, world_id: number, bundle: number): void;
export function multiPhysicsWorldAddRigidBodyToGlobal(world: number, rigidbody: number): void;
export function multiPhysicsWorldRemoveRigidBodyFromGlobal(world: number, rigidbody: number): void;
export function multiPhysicsWorldAddRigidBodyBundleToGlobal(world: number, bundle: number): void;
export function multiPhysicsWorldRemoveRigidBodyBundleFromGlobal(world: number, bundle: number): void;
export function multiPhysicsWorldAddRigidBodyShadow(world: number, world_id: number, rigidbody: number): void;
export function multiPhysicsWorldRemoveRigidBodyShadow(world: number, world_id: number, rigidbody: number): void;
export function multiPhysicsWorldAddRigidBodyBundleShadow(world: number, world_id: number, bundle: number): void;
export function multiPhysicsWorldRemoveRigidBodyBundleShadow(world: number, world_id: number, bundle: number): void;
export function multiPhysicsWorldAddConstraint(world: number, world_id: number, constraint: number, disable_collisions_between_linked_bodies: boolean): void;
export function multiPhysicsWorldRemoveConstraint(world: number, world_id: number, constraint: number): void;
export function multiPhysicsWorldUseMotionStateBuffer(world: number, use_buffer: boolean): void;
export function createPhysicsRuntime(physics_world: number): number;
export function destroyPhysicsRuntime(physics_runtime: number): void;
export function physicsRuntimeGetLockStatePtr(physics_runtime: number): number;
export function physicsRuntimeBufferedStepSimulation(physics_runtime: number, time_step: number, max_sub_steps: number, fixed_time_step: number): void;
export function createRigidBodyBundle(info_list: number, len: number): number;
export function destroyRigidBodyBundle(ptr: number): void;
export function rigidBodyBundleGetMotionStatesPtr(ptr: number): number;
export function rigidBodyBundleGetBufferedMotionStatesPtr(ptr: number): number;
export function rigidBodyBundleSetDamping(ptr: number, index: number, linear_damping: number, angular_damping: number): void;
export function rigidBodyBundleGetLinearDamping(ptr: number, index: number): number;
export function rigidBodyBundleGetAngularDamping(ptr: number, index: number): number;
export function rigidBodyBundleSetMassProps(ptr: number, index: number, mass: number, local_inertia_x: number, local_inertia_y: number, local_inertia_z: number): void;
export function rigidBodyBundleGetMass(ptr: number, index: number): number;
export function rigidBodyBundleGetLocalInertia(ptr: number, index: number, out: number): void;
export function rigidBodyBundleGetTotalForce(ptr: number, index: number, out: number): void;
export function rigidBodyBundleGetTotalTorque(ptr: number, index: number, out: number): void;
export function rigidBodyBundleApplyCentralForce(ptr: number, index: number, force_x: number, force_y: number, force_z: number): void;
export function rigidBodyBundleApplyTorque(ptr: number, index: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyBundleApplyForce(ptr: number, index: number, force_ptr: number, relative_position_ptr: number): void;
export function rigidBodyBundleApplyCentralImpulse(ptr: number, index: number, impulse_x: number, impulse_y: number, impulse_z: number): void;
export function rigidBodyBundleApplyTorqueImpulse(ptr: number, index: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyBundleApplyImpulse(ptr: number, index: number, impulse_ptr: number, relative_position_ptr: number): void;
export function rigidBodyBundleApplyPushImpulse(ptr: number, index: number, impulse_ptr: number, relative_position_ptr: number): void;
export function rigidBodyBundleGetPushVelocity(ptr: number, index: number, out: number): void;
export function rigidBodyBundleGetTurnVelocity(ptr: number, index: number, out: number): void;
export function rigidBodyBundleSetPushVelocity(ptr: number, index: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyBundleSetTurnVelocity(ptr: number, index: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyBundleApplyCentralPushImpulse(ptr: number, index: number, impulse_x: number, impulse_y: number, impulse_z: number): void;
export function rigidBodyBundleApplyTorqueTurnImpulse(ptr: number, index: number, torque_x: number, torque_y: number, torque_z: number): void;
export function rigidBodyBundleClearForces(ptr: number, index: number): void;
export function rigidBodyBundleGetLinearVelocity(ptr: number, index: number, out: number): void;
export function rigidBodyBundleGetAngularVelocity(ptr: number, index: number, out: number): void;
export function rigidBodyBundleSetLinearVelocity(ptr: number, index: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyBundleSetAngularVelocity(ptr: number, index: number, velocity_x: number, velocity_y: number, velocity_z: number): void;
export function rigidBodyBundleGetVelocityInLocalPoint(ptr: number, index: number, relative_position_ptr: number, out: number): void;
export function rigidBodyBundleGetPushVelocityInLocalPoint(ptr: number, index: number, relative_position_ptr: number, out: number): void;
export function rigidBodyBundleTranslate(ptr: number, index: number, translation_x: number, translation_y: number, translation_z: number): void;
export function rigidBodyBundleSetShape(ptr: number, index: number, shape: number): void;
export function rigidBodyBundleGetWorldTransformPtr(ptr: number, index: number): number;
export function rigidBodyBundleGetKinematicStatesPtr(ptr: number): number;
export function initThreadPool(num_threads: number): Promise<any>;
export function wbg_rayon_start_worker(receiver: number): void;
export class AnimationPool {
private constructor();
free(): void;
allocateLengthsBuffer(count: number): number;
deallocateLengthsBuffer(ptr: number, count: number): void;
createBoneTracks(track_lengths: number, track_count: number): number;
getBoneTrackFrameNumbers(tracks: number, index: number): number;
getBoneTrackRotations(tracks: number, index: number): number;
getBoneTrackRotationInterpolations(tracks: number, index: number): number;
getBoneTrackPhysicsToggles(tracks: number, index: number): number;
createMovableBoneTracks(track_lengths: number, track_count: number): number;
getMovableBoneTrackFrameNumbers(tracks: number, index: number): number;
getMovableBoneTrackPositions(tracks: number, index: number): number;
getMovableBoneTrackPositionInterpolations(tracks: number, index: number): number;
getMovableBoneTrackRotations(tracks: number, index: number): number;
getMovableBoneTrackRotationInterpolations(tracks: number, index: number): number;
getMovableBoneTrackPhysicsToggles(tracks: number, index: number): number;
createMorphTracks(track_lengths: number, track_count: number): number;
getMorphTrackFrameNumbers(tracks: number, index: number): number;
getMorphTrackWeights(tracks: number, index: number): number;
createAnimation(bone_tracks_ptr: number, bone_track_count: number, movable_bone_tracks_ptr: number, movable_bone_track_count: number, morph_tracks_ptr: number, morph_track_count: number, property_track_length: number, property_track_ik_count: number): number;
getPropertyTrackFrameNumbers(animation_ptr: number): number;
getPropertyTrackIkStates(animation_ptr: number, index: number): number;
destroyAnimation(animation_ptr: number): void;
createBoneBindIndexMap(animation_ptr: number): number;
createMovableBoneBindIndexMap(animation_ptr: number): number;
createMorphBindIndexMap(animation_ptr: number, morph_lengths: number): number;
getNthMorphBindIndexMap(morph_bind_index_map: number, index: number): number;
createIkSolverBindIndexMap(animation_ptr: number): number;
createBoneToBodyBindIndexMap(animation_ptr: number, body_lengths: number): number;
getNthBoneToBodyBindIndexMap(bone_to_body_bind_index_map: number, index: number): number;
createRuntimeAnimation(animation_ptr: number, bone_bind_index_map: number, movable_bone_bind_index_map: number, morph_bind_index_map: number, ik_solver_bind_index_map: number, bone_to_body_bind_index_map: number): number;
destroyRuntimeAnimation(runtime_animation_ptr: number): void;
animateMmdModel(animation_ptr: number, mmd_model_ptr: number, frame_time: number): void;
}
export class MmdRuntime {
private constructor();
free(): void;
createMmdModel(serialized_metadata_ptr: number, serialized_metadata_size: number): number;
destroyMmdModel(ptr: number): void;
getAnimationArena(ptr: number): number;
getAnimationIkSolverStateArena(ptr: number): number;
getAnimationRigidBodyStateArena(ptr: number): number;
getAnimationRigidBodyStateArenaSize(ptr: number): number;
getAnimationMorphArena(ptr: number): number;
getBoneWorldMatrixArena(ptr: number): number;
createBoneWorldMatrixBackBuffer(ptr: number): number;
setRuntimeAnimation(ptr: number, runtime_animation: number): void;
useExternalPhysics(ptr: number, rigidbody_state_size: number): void;
beforePhysics(frame_time?: number | null, time_step?: number | null): void;
afterPhysics(): void;
getLockStatePtr(): number;
swapWorldMatrixBuffer(): void;
static bufferedBeforePhysics(mmd_runtime: MmdRuntime, frame_time?: number | null, time_step?: number | null): void;
static bufferedUpdate(mmd_runtime: MmdRuntime, frame_time?: number | null, time_step?: number | null): void;
acquireDiagnosticErrorResult(): number;
acquireDiagnosticWarningResult(): number;
acquireDiagnosticInfoResult(): number;
releaseDiagnosticResult(): void;
getMultiPhysicsWorld(): number;
setPhysicsMaxSubSteps(max_sub_steps: number): void;
setPhysicsFixedTimeStep(fixed_time_step: number): void;
setMmdModelWorldMatrix(ptr: number, world_matrix: number): void;
markMmdModelPhysicsAsNeedInit(ptr: number): void;
}
export class wbg_rayon_PoolBuilder {
private constructor();
free(): void;
numThreads(): number;
receiver(): number;
build(): void;
}
export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module;
export interface InitOutput {
readonly createPhysicsWorld: () => number;
readonly destroyPhysicsWorld: (a: number) => void;
readonly physicsWorldSetGravity: (a: number, b: number, c: number, d: number) => void;
readonly physicsWorldStepSimulation: (a: number, b: number, c: number, d: number) => void;
readonly physicsWorldAddRigidBody: (a: number, b: number) => void;
readonly physicsWorldRemoveRigidBody: (a: number, b: number) => void;
readonly physicsWorldAddRigidBodyBundle: (a: number, b: number) => void;
readonly physicsWorldRemoveRigidBodyBundle: (a: number, b: number) => void;
readonly physicsWorldAddConstraint: (a: number, b: number, c: number) => void;
readonly physicsWorldRemoveConstraint: (a: number, b: number) => void;
readonly physicsWorldUseMotionStateBuffer: (a: number, b: number) => void;
readonly allocateBuffer: (a: number) => number;
readonly deallocateBuffer: (a: number, b: number) => void;
readonly createMmdRuntime: () => number;
readonly createAnimationPool: () => number;
readonly init: () => void;
readonly bw_malloc: (a: number) => number;
readonly bw_free: (a: number) => void;
readonly __wbg_mmdruntime_free: (a: number, b: number) => void;
readonly mmdruntime_createMmdModel: (a: number, b: number, c: number) => number;
readonly mmdruntime_destroyMmdModel: (a: number, b: number) => void;
readonly mmdruntime_getAnimationArena: (a: number, b: number) => number;
readonly mmdruntime_getAnimationIkSolverStateArena: (a: number, b: number) => number;
readonly mmdruntime_getAnimationRigidBodyStateArena: (a: number, b: number) => number;
readonly mmdruntime_getAnimationRigidBodyStateArenaSize: (a: number, b: number) => number;
readonly mmdruntime_getAnimationMorphArena: (a: number, b: number) => number;
readonly mmdruntime_getBoneWorldMatrixArena: (a: number, b: number) => number;
readonly mmdruntime_createBoneWorldMatrixBackBuffer: (a: number, b: number) => number;
readonly mmdruntime_setRuntimeAnimation: (a: number, b: number, c: number) => void;
readonly mmdruntime_useExternalPhysics: (a: number, b: number, c: number) => void;
readonly mmdruntime_beforePhysics: (a: number, b: number, c: number) => void;
readonly mmdruntime_afterPhysics: (a: number) => void;
readonly mmdruntime_getLockStatePtr: (a: number) => number;
readonly mmdruntime_swapWorldMatrixBuffer: (a: number) => void;
readonly mmdruntime_bufferedBeforePhysics: (a: number, b: number, c: number) => void;
readonly mmdruntime_bufferedUpdate: (a: number, b: number, c: number) => void;
readonly mmdruntime_acquireDiagnosticErrorResult: (a: number) => number;
readonly mmdruntime_acquireDiagnosticWarningResult: (a: number) => number;
readonly mmdruntime_acquireDiagnosticInfoResult: (a: number) => number;
readonly mmdruntime_releaseDiagnosticResult: (a: number) => void;
readonly mmdruntime_getMultiPhysicsWorld: (a: number) => number;
readonly mmdruntime_setPhysicsMaxSubSteps: (a: number, b: number) => void;
readonly mmdruntime_setPhysicsFixedTimeStep: (a: number, b: number) => void;
readonly mmdruntime_setMmdModelWorldMatrix: (a: number, b: number, c: number) => void;
readonly mmdruntime_markMmdModelPhysicsAsNeedInit: (a: number, b: number) => void;
readonly bw_get_thread_id: () => number;
readonly bw_mutex_init: () => number;
readonly bw_mutex_lock: (a: number) => number;
readonly bw_mutex_unlock: (a: number) => number;
readonly bw_cond_init: () => number;
readonly bw_cond_wait: (a: number, b: number) => number;
readonly bw_cond_broadcast: (a: number) => number;
readonly createBoxShape: (a: number, b: number, c: number) => number;
readonly createSphereShape: (a: number) => number;
readonly createCapsuleShape: (a: number, b: number) => number;
readonly createStaticPlaneShape: (a: number, b: number, c: number, d: number) => number;
readonly destroyShape: (a: number) => void;
readonly __wbg_animationpool_free: (a: number, b: number) => void;
readonly animationpool_allocateLengthsBuffer: (a: number, b: number) => number;
readonly animationpool_deallocateLengthsBuffer: (a: number, b: number, c: number) => void;
readonly animationpool_createBoneTracks: (a: number, b: number, c: number) => number;
readonly animationpool_getBoneTrackFrameNumbers: (a: number, b: number, c: number) => number;
readonly animationpool_getBoneTrackRotations: (a: number, b: number, c: number) => number;
readonly animationpool_getBoneTrackRotationInterpolations: (a: number, b: number, c: number) => number;
readonly animationpool_getBoneTrackPhysicsToggles: (a: number, b: number, c: number) => number;
readonly animationpool_createMovableBoneTracks: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackFrameNumbers: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackPositions: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackPositionInterpolations: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackRotations: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackRotationInterpolations: (a: number, b: number, c: number) => number;
readonly animationpool_getMovableBoneTrackPhysicsToggles: (a: number, b: number, c: number) => number;
readonly animationpool_createMorphTracks: (a: number, b: number, c: number) => number;
readonly animationpool_getMorphTrackFrameNumbers: (a: number, b: number, c: number) => number;
readonly animationpool_getMorphTrackWeights: (a: number, b: number, c: number) => number;
readonly animationpool_createAnimation: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => number;
readonly animationpool_getPropertyTrackFrameNumbers: (a: number, b: number) => number;
readonly animationpool_getPropertyTrackIkStates: (a: number, b: number, c: number) => number;
readonly animationpool_destroyAnimation: (a: number, b: number) => void;
readonly animationpool_createBoneBindIndexMap: (a: number, b: number) => number;
readonly animationpool_createMovableBoneBindIndexMap: (a: number, b: number) => number;
readonly animationpool_createMorphBindIndexMap: (a: number, b: number, c: number) => number;
readonly animationpool_createIkSolverBindIndexMap: (a: number, b: number) => number;
readonly animationpool_createBoneToBodyBindIndexMap: (a: number, b: number, c: number) => number;
readonly animationpool_getNthBoneToBodyBindIndexMap: (a: number, b: number, c: number) => number;
readonly animationpool_createRuntimeAnimation: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly animationpool_destroyRuntimeAnimation: (a: number, b: number) => void;
readonly animationpool_animateMmdModel: (a: number, b: number, c: number, d: number) => void;
readonly animationpool_getNthMorphBindIndexMap: (a: number, b: number, c: number) => number;
readonly createRigidBody: (a: number) => number;
readonly destroyRigidBody: (a: number) => void;
readonly rigidBodyGetMotionStatePtr: (a: number) => number;
readonly rigidBodyGetBufferedMotionStatePtr: (a: number) => number;
readonly rigidBodySetDamping: (a: number, b: number, c: number) => void;
readonly rigidBodyGetLinearDamping: (a: number) => number;
readonly rigidBodyGetAngularDamping: (a: number) => number;
readonly rigidBodySetMassProps: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyGetMass: (a: number) => number;
readonly rigidBodyGetLocalInertia: (a: number, b: number) => void;
readonly rigidBodyGetTotalForce: (a: number, b: number) => void;
readonly rigidBodyGetTotalTorque: (a: number, b: number) => void;
readonly rigidBodyApplyCentralForce: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyTorque: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyForce: (a: number, b: number, c: number) => void;
readonly rigidBodyApplyCentralImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyTorqueImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyImpulse: (a: number, b: number, c: number) => void;
readonly rigidBodyApplyPushImpulse: (a: number, b: number, c: number) => void;
readonly rigidBodyGetPushVelocity: (a: number, b: number) => void;
readonly rigidBodyGetTurnVelocity: (a: number, b: number) => void;
readonly rigidBodySetPushVelocity: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodySetTurnVelocity: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyCentralPushImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyApplyTorqueTurnImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyClearForces: (a: number) => void;
readonly rigidBodyGetLinearVelocity: (a: number, b: number) => void;
readonly rigidBodyGetAngularVelocity: (a: number, b: number) => void;
readonly rigidBodySetLinearVelocity: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodySetAngularVelocity: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyGetVelocityInLocalPoint: (a: number, b: number, c: number) => void;
readonly rigidBodyGetPushVelocityInLocalPoint: (a: number, b: number, c: number) => void;
readonly rigidBodyTranslate: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodySetShape: (a: number, b: number) => void;
readonly rigidBodyGetWorldTransformPtr: (a: number) => number;
readonly rigidBodyGetKinematicStatePtr: (a: number) => number;
readonly createGeneric6DofConstraint: (a: number, b: number, c: number, d: number, e: number) => number;
readonly createGeneric6DofConstraintFromBundle: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly createGeneric6DofSpringConstraint: (a: number, b: number, c: number, d: number, e: number) => number;
readonly createGeneric6DofSpringConstraintFromBundle: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly destroyConstraint: (a: number) => void;
readonly constraintSetLinearLowerLimit: (a: number, b: number, c: number, d: number) => void;
readonly constraintSetLinearUpperLimit: (a: number, b: number, c: number, d: number) => void;
readonly constraintSetAngularLowerLimit: (a: number, b: number, c: number, d: number) => void;
readonly constraintSetAngularUpperLimit: (a: number, b: number, c: number, d: number) => void;
readonly constraintSetParam: (a: number, b: number, c: number, d: number) => void;
readonly constraintUseFrameOffset: (a: number, b: number) => void;
readonly constraintEnableSpring: (a: number, b: number, c: number) => void;
readonly constraintSetStiffness: (a: number, b: number, c: number) => void;
readonly constraintSetDamping: (a: number, b: number, c: number) => void;
readonly createMultiPhysicsRuntime: (a: number) => number;
readonly destroyMultiPhysicsRuntime: (a: number) => void;
readonly multiPhysicsRuntimeGetLockStatePtr: (a: number) => number;
readonly multiPhysicsRuntimeBufferedStepSimulation: (a: number, b: number, c: number, d: number) => void;
readonly __cxa_pure_virtual: () => void;
readonly bw_error: (a: number, b: number) => number;
readonly bw_sqrtf: (a: number) => number;
readonly bw_fabsf: (a: number) => number;
readonly bw_cosf: (a: number) => number;
readonly bw_sinf: (a: number) => number;
readonly bw_tanf: (a: number) => number;
readonly bw_acosf: (a: number) => number;
readonly bw_asinf: (a: number) => number;
readonly bw_atanf: (a: number) => number;
readonly bw_atan2f: (a: number, b: number) => number;
readonly bw_expf: (a: number) => number;
readonly bw_logf: (a: number) => number;
readonly bw_powf: (a: number, b: number) => number;
readonly bw_fmodf: (a: number, b: number) => number;
readonly bw_isinf: (a: number) => number;
readonly bw_isnan: (a: number) => number;
readonly bw_fabs: (a: number) => number;
readonly bw_floor: (a: number) => number;
readonly bw_ceil: (a: number) => number;
readonly bw_sqrt: (a: number) => number;
readonly createMultiPhysicsWorld: (a: number) => number;
readonly destroyMultiPhysicsWorld: (a: number) => void;
readonly multiPhysicsWorldSetGravity: (a: number, b: number, c: number, d: number) => void;
readonly multiPhysicsWorldStepSimulation: (a: number, b: number, c: number, d: number) => void;
readonly multiPhysicsWorldAddRigidBody: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldRemoveRigidBody: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldAddRigidBodyBundle: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldRemoveRigidBodyBundle: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldAddRigidBodyToGlobal: (a: number, b: number) => void;
readonly multiPhysicsWorldRemoveRigidBodyFromGlobal: (a: number, b: number) => void;
readonly multiPhysicsWorldAddRigidBodyBundleToGlobal: (a: number, b: number) => void;
readonly multiPhysicsWorldRemoveRigidBodyBundleFromGlobal: (a: number, b: number) => void;
readonly multiPhysicsWorldAddRigidBodyShadow: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldRemoveRigidBodyShadow: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldAddRigidBodyBundleShadow: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldRemoveRigidBodyBundleShadow: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldAddConstraint: (a: number, b: number, c: number, d: number) => void;
readonly multiPhysicsWorldRemoveConstraint: (a: number, b: number, c: number) => void;
readonly multiPhysicsWorldUseMotionStateBuffer: (a: number, b: number) => void;
readonly createPhysicsRuntime: (a: number) => number;
readonly destroyPhysicsRuntime: (a: number) => void;
readonly physicsRuntimeGetLockStatePtr: (a: number) => number;
readonly physicsRuntimeBufferedStepSimulation: (a: number, b: number, c: number, d: number) => void;
readonly createRigidBodyBundle: (a: number, b: number) => number;
readonly destroyRigidBodyBundle: (a: number) => void;
readonly rigidBodyBundleGetMotionStatesPtr: (a: number) => number;
readonly rigidBodyBundleGetBufferedMotionStatesPtr: (a: number) => number;
readonly rigidBodyBundleSetDamping: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleGetLinearDamping: (a: number, b: number) => number;
readonly rigidBodyBundleGetAngularDamping: (a: number, b: number) => number;
readonly rigidBodyBundleSetMassProps: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rigidBodyBundleGetMass: (a: number, b: number) => number;
readonly rigidBodyBundleGetLocalInertia: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleGetTotalForce: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleGetTotalTorque: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleApplyCentralForce: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyTorque: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyForce: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleApplyCentralImpulse: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyTorqueImpulse: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleApplyPushImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleGetPushVelocity: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleGetTurnVelocity: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleSetPushVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleSetTurnVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyCentralPushImpulse: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleApplyTorqueTurnImpulse: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleClearForces: (a: number, b: number) => void;
readonly rigidBodyBundleGetLinearVelocity: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleGetAngularVelocity: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleSetLinearVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleSetAngularVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleGetVelocityInLocalPoint: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleGetPushVelocityInLocalPoint: (a: number, b: number, c: number, d: number) => void;
readonly rigidBodyBundleTranslate: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rigidBodyBundleSetShape: (a: number, b: number, c: number) => void;
readonly rigidBodyBundleGetWorldTransformPtr: (a: number, b: number) => number;
readonly rigidBodyBundleGetKinematicStatesPtr: (a: number) => number;
readonly __wbg_wbg_rayon_poolbuilder_free: (a: number, b: number) => void;
readonly wbg_rayon_poolbuilder_numThreads: (a: number) => number;
readonly wbg_rayon_poolbuilder_receiver: (a: number) => number;
readonly wbg_rayon_poolbuilder_build: (a: number) => void;
readonly initThreadPool: (a: number) => any;
readonly wbg_rayon_start_worker: (a: number) => void;
readonly __wbindgen_exn_store: (a: number) => void;
readonly __externref_table_alloc: () => number;
readonly __wbindgen_export_2: WebAssembly.Table;
readonly __wbindgen_free: (a: number, b: number, c: number) => void;
readonly memory: WebAssembly.Memory;
readonly __wbindgen_malloc: (a: number, b: number) => number;
readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number;
readonly __wbindgen_thread_destroy: (a?: number, b?: number, c?: number) => void;
readonly __wbindgen_start: (a: number) => void;
}
export type SyncInitInput = BufferSource | WebAssembly.Module;
/**
* Instantiates the given `module`, which can either be bytes or
* a precompiled `WebAssembly.Module`.
*
* @param {{ module: SyncInitInput, memory?: WebAssembly.Memory, thread_stack_size?: number }} module - Passing `SyncInitInput` directly is deprecated.
* @param {WebAssembly.Memory} memory - Deprecated.
*
* @returns {InitOutput}
*/
export function initSync(module: { module: SyncInitInput, memory?: WebAssembly.Memory, thread_stack_size?: number } | SyncInitInput, memory?: WebAssembly.Memory): InitOutput;
/**
* If `module_or_path` is {RequestInfo} or {URL}, makes a request and
* for everything else, calls `WebAssembly.instantiate` directly.
*
* @param {{ module_or_path: InitInput | Promise<InitInput>, memory?: WebAssembly.Memory, thread_stack_size?: number }} module_or_path - Passing `InitInput` directly is deprecated.
* @param {WebAssembly.Memory} memory - Deprecated.
*
* @returns {Promise<InitOutput>}
*/
export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput>, memory?: WebAssembly.Memory, thread_stack_size?: number } | InitInput | Promise<InitInput>, memory?: WebAssembly.Memory): Promise<InitOutput>;