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babylon-mmd

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/* tslint:disable */ /* eslint-disable */ export function createPhysicsRuntime(physics_world: number): number; export function destroyPhysicsRuntime(physics_runtime: number): void; export function physicsRuntimeGetLockStatePtr(physics_runtime: number): number; 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 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 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 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 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 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 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; 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 type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module; export interface InitOutput { readonly memory: WebAssembly.Memory; readonly createPhysicsRuntime: (a: number) => number; readonly destroyPhysicsRuntime: (a: number) => void; readonly physicsRuntimeGetLockStatePtr: (a: number) => number; 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 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 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 __cxa_pure_virtual: () => void; readonly bw_error: (a: number, b: number) => number; readonly bw_malloc: (a: number) => number; readonly bw_free: (a: 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 allocateBuffer: (a: number) => number; readonly deallocateBuffer: (a: number, b: number) => void; readonly createMmdRuntime: () => number; readonly createAnimationPool: () => number; readonly init: () => 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 __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_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 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 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 __wbindgen_free: (a: number, b: number, c: number) => void; readonly __wbindgen_malloc: (a: number, b: number) => number; readonly __wbindgen_realloc: (a: number, b: number, c: number, d: number) => number; readonly __wbindgen_export_3: WebAssembly.Table; readonly __wbindgen_start: () => void; } export type SyncInitInput = BufferSource | WebAssembly.Module; /** * Instantiates the given `module`, which can either be bytes or * a precompiled `WebAssembly.Module`. * * @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated. * * @returns {InitOutput} */ export function initSync(module: { module: SyncInitInput } | SyncInitInput): 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> }} module_or_path - Passing `InitInput` directly is deprecated. * * @returns {Promise<InitOutput>} */ export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput> } | InitInput | Promise<InitInput>): Promise<InitOutput>;