babylon-mmd
Version:
babylon.js mmd loader and runtime
1,794 lines (1,636 loc) • 52.2 kB
JavaScript
let wasm;
let cachedUint8ArrayMemory0 = null;
function getUint8ArrayMemory0() {
if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8ArrayMemory0;
}
let cachedTextDecoder = (typeof TextDecoder !== 'undefined' ? new TextDecoder('utf-8', { ignoreBOM: true, fatal: true }) : { decode: () => { throw Error('TextDecoder not available') } } );
if (typeof TextDecoder !== 'undefined') { cachedTextDecoder.decode(); };
const MAX_SAFARI_DECODE_BYTES = 2146435072;
let numBytesDecoded = 0;
function decodeText(ptr, len) {
numBytesDecoded += len;
if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
cachedTextDecoder = (typeof TextDecoder !== 'undefined' ? new TextDecoder('utf-8', { ignoreBOM: true, fatal: true }) : { decode: () => { throw Error('TextDecoder not available') } } );
cachedTextDecoder.decode();
numBytesDecoded = len;
}
return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
}
function getStringFromWasm0(ptr, len) {
ptr = ptr >>> 0;
return decodeText(ptr, len);
}
/**
* @param {boolean} allow_dynamic_shadow
* @returns {number}
*/
export function createMultiPhysicsWorld(allow_dynamic_shadow) {
const ret = wasm.createMultiPhysicsWorld(allow_dynamic_shadow);
return ret >>> 0;
}
/**
* @param {number} world
*/
export function destroyMultiPhysicsWorld(world) {
wasm.destroyMultiPhysicsWorld(world);
}
/**
* @param {number} world
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function multiPhysicsWorldSetGravity(world, x, y, z) {
wasm.multiPhysicsWorldSetGravity(world, x, y, z);
}
/**
* @param {number} world
* @param {number} time_step
* @param {number} max_sub_steps
* @param {number} fixed_time_step
*/
export function multiPhysicsWorldStepSimulation(world, time_step, max_sub_steps, fixed_time_step) {
wasm.multiPhysicsWorldStepSimulation(world, time_step, max_sub_steps, fixed_time_step);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} rigidbody
*/
export function multiPhysicsWorldAddRigidBody(world, world_id, rigidbody) {
wasm.multiPhysicsWorldAddRigidBody(world, world_id, rigidbody);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} rigidbody
*/
export function multiPhysicsWorldRemoveRigidBody(world, world_id, rigidbody) {
wasm.multiPhysicsWorldRemoveRigidBody(world, world_id, rigidbody);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} bundle
*/
export function multiPhysicsWorldAddRigidBodyBundle(world, world_id, bundle) {
wasm.multiPhysicsWorldAddRigidBodyBundle(world, world_id, bundle);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} bundle
*/
export function multiPhysicsWorldRemoveRigidBodyBundle(world, world_id, bundle) {
wasm.multiPhysicsWorldRemoveRigidBodyBundle(world, world_id, bundle);
}
/**
* @param {number} world
* @param {number} rigidbody
*/
export function multiPhysicsWorldAddRigidBodyToGlobal(world, rigidbody) {
wasm.multiPhysicsWorldAddRigidBodyToGlobal(world, rigidbody);
}
/**
* @param {number} world
* @param {number} rigidbody
*/
export function multiPhysicsWorldRemoveRigidBodyFromGlobal(world, rigidbody) {
wasm.multiPhysicsWorldRemoveRigidBodyFromGlobal(world, rigidbody);
}
/**
* @param {number} world
* @param {number} bundle
*/
export function multiPhysicsWorldAddRigidBodyBundleToGlobal(world, bundle) {
wasm.multiPhysicsWorldAddRigidBodyBundleToGlobal(world, bundle);
}
/**
* @param {number} world
* @param {number} bundle
*/
export function multiPhysicsWorldRemoveRigidBodyBundleFromGlobal(world, bundle) {
wasm.multiPhysicsWorldRemoveRigidBodyBundleFromGlobal(world, bundle);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} rigidbody
*/
export function multiPhysicsWorldAddRigidBodyShadow(world, world_id, rigidbody) {
wasm.multiPhysicsWorldAddRigidBodyShadow(world, world_id, rigidbody);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} rigidbody
*/
export function multiPhysicsWorldRemoveRigidBodyShadow(world, world_id, rigidbody) {
wasm.multiPhysicsWorldRemoveRigidBodyShadow(world, world_id, rigidbody);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} bundle
*/
export function multiPhysicsWorldAddRigidBodyBundleShadow(world, world_id, bundle) {
wasm.multiPhysicsWorldAddRigidBodyBundleShadow(world, world_id, bundle);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} bundle
*/
export function multiPhysicsWorldRemoveRigidBodyBundleShadow(world, world_id, bundle) {
wasm.multiPhysicsWorldRemoveRigidBodyBundleShadow(world, world_id, bundle);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} constraint
* @param {boolean} disable_collisions_between_linked_bodies
*/
export function multiPhysicsWorldAddConstraint(world, world_id, constraint, disable_collisions_between_linked_bodies) {
wasm.multiPhysicsWorldAddConstraint(world, world_id, constraint, disable_collisions_between_linked_bodies);
}
/**
* @param {number} world
* @param {number} world_id
* @param {number} constraint
*/
export function multiPhysicsWorldRemoveConstraint(world, world_id, constraint) {
wasm.multiPhysicsWorldRemoveConstraint(world, world_id, constraint);
}
/**
* @param {number} world
* @param {boolean} use_buffer
*/
export function multiPhysicsWorldUseMotionStateBuffer(world, use_buffer) {
wasm.multiPhysicsWorldUseMotionStateBuffer(world, use_buffer);
}
/**
* @param {number} x
* @param {number} y
* @param {number} z
* @returns {number}
*/
export function createBoxShape(x, y, z) {
const ret = wasm.createBoxShape(x, y, z);
return ret >>> 0;
}
/**
* @param {number} radius
* @returns {number}
*/
export function createSphereShape(radius) {
const ret = wasm.createSphereShape(radius);
return ret >>> 0;
}
/**
* @param {number} radius
* @param {number} height
* @returns {number}
*/
export function createCapsuleShape(radius, height) {
const ret = wasm.createCapsuleShape(radius, height);
return ret >>> 0;
}
/**
* @param {number} normal_x
* @param {number} normal_y
* @param {number} normal_z
* @param {number} plane_constant
* @returns {number}
*/
export function createStaticPlaneShape(normal_x, normal_y, normal_z, plane_constant) {
const ret = wasm.createStaticPlaneShape(normal_x, normal_y, normal_z, plane_constant);
return ret >>> 0;
}
/**
* @param {number} ptr
*/
export function destroyShape(ptr) {
wasm.destroyShape(ptr);
}
/**
* @param {number} physics_world
* @returns {number}
*/
export function createMultiPhysicsRuntime(physics_world) {
const ret = wasm.createMultiPhysicsRuntime(physics_world);
return ret >>> 0;
}
/**
* @param {number} physics_runtime
*/
export function destroyMultiPhysicsRuntime(physics_runtime) {
wasm.destroyMultiPhysicsRuntime(physics_runtime);
}
/**
* @param {number} runtime
* @returns {number}
*/
export function multiPhysicsRuntimeGetLockStatePtr(runtime) {
const ret = wasm.multiPhysicsRuntimeGetLockStatePtr(runtime);
return ret >>> 0;
}
/**
* @param {number} physics_world
* @returns {number}
*/
export function createPhysicsRuntime(physics_world) {
const ret = wasm.createMultiPhysicsRuntime(physics_world);
return ret >>> 0;
}
/**
* @param {number} physics_runtime
*/
export function destroyPhysicsRuntime(physics_runtime) {
wasm.destroyMultiPhysicsRuntime(physics_runtime);
}
/**
* @param {number} physics_runtime
* @returns {number}
*/
export function physicsRuntimeGetLockStatePtr(physics_runtime) {
const ret = wasm.multiPhysicsRuntimeGetLockStatePtr(physics_runtime);
return ret >>> 0;
}
/**
* @param {number} info
* @returns {number}
*/
export function createRigidBody(info) {
const ret = wasm.createRigidBody(info);
return ret >>> 0;
}
/**
* @param {number} ptr
*/
export function destroyRigidBody(ptr) {
wasm.destroyRigidBody(ptr);
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetMotionStatePtr(ptr) {
const ret = wasm.rigidBodyGetMotionStatePtr(ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetBufferedMotionStatePtr(ptr) {
const ret = wasm.rigidBodyGetBufferedMotionStatePtr(ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @param {number} linear_damping
* @param {number} angular_damping
*/
export function rigidBodySetDamping(ptr, linear_damping, angular_damping) {
wasm.rigidBodySetDamping(ptr, linear_damping, angular_damping);
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetLinearDamping(ptr) {
const ret = wasm.rigidBodyGetLinearDamping(ptr);
return ret;
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetAngularDamping(ptr) {
const ret = wasm.rigidBodyGetAngularDamping(ptr);
return ret;
}
/**
* @param {number} ptr
* @param {number} mass
* @param {number} local_inertia_x
* @param {number} local_inertia_y
* @param {number} local_inertia_z
*/
export function rigidBodySetMassProps(ptr, mass, local_inertia_x, local_inertia_y, local_inertia_z) {
wasm.rigidBodySetMassProps(ptr, mass, local_inertia_x, local_inertia_y, local_inertia_z);
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetMass(ptr) {
const ret = wasm.rigidBodyGetMass(ptr);
return ret;
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetLocalInertia(ptr, out) {
wasm.rigidBodyGetLocalInertia(ptr, out);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetTotalForce(ptr, out) {
wasm.rigidBodyGetTotalForce(ptr, out);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetTotalTorque(ptr, out) {
wasm.rigidBodyGetTotalTorque(ptr, out);
}
/**
* @param {number} ptr
* @param {number} force_x
* @param {number} force_y
* @param {number} force_z
*/
export function rigidBodyApplyCentralForce(ptr, force_x, force_y, force_z) {
wasm.rigidBodyApplyCentralForce(ptr, force_x, force_y, force_z);
}
/**
* @param {number} ptr
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyApplyTorque(ptr, torque_x, torque_y, torque_z) {
wasm.rigidBodyApplyTorque(ptr, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
* @param {number} force_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyApplyForce(ptr, force_ptr, relative_position_ptr) {
wasm.rigidBodyApplyForce(ptr, force_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} impulse_x
* @param {number} impulse_y
* @param {number} impulse_z
*/
export function rigidBodyApplyCentralImpulse(ptr, impulse_x, impulse_y, impulse_z) {
wasm.rigidBodyApplyCentralImpulse(ptr, impulse_x, impulse_y, impulse_z);
}
/**
* @param {number} ptr
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyApplyTorqueImpulse(ptr, torque_x, torque_y, torque_z) {
wasm.rigidBodyApplyTorqueImpulse(ptr, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
* @param {number} impulse_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyApplyImpulse(ptr, impulse_ptr, relative_position_ptr) {
wasm.rigidBodyApplyImpulse(ptr, impulse_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} impulse_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyApplyPushImpulse(ptr, impulse_ptr, relative_position_ptr) {
wasm.rigidBodyApplyPushImpulse(ptr, impulse_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetPushVelocity(ptr, out) {
wasm.rigidBodyGetPushVelocity(ptr, out);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetTurnVelocity(ptr, out) {
wasm.rigidBodyGetTurnVelocity(ptr, out);
}
/**
* @param {number} ptr
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodySetPushVelocity(ptr, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodySetPushVelocity(ptr, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodySetTurnVelocity(ptr, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodySetTurnVelocity(ptr, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} impulse_x
* @param {number} impulse_y
* @param {number} impulse_z
*/
export function rigidBodyApplyCentralPushImpulse(ptr, impulse_x, impulse_y, impulse_z) {
wasm.rigidBodyApplyCentralPushImpulse(ptr, impulse_x, impulse_y, impulse_z);
}
/**
* @param {number} ptr
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyApplyTorqueTurnImpulse(ptr, torque_x, torque_y, torque_z) {
wasm.rigidBodyApplyTorqueTurnImpulse(ptr, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
*/
export function rigidBodyClearForces(ptr) {
wasm.rigidBodyClearForces(ptr);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetLinearVelocity(ptr, out) {
wasm.rigidBodyGetLinearVelocity(ptr, out);
}
/**
* @param {number} ptr
* @param {number} out
*/
export function rigidBodyGetAngularVelocity(ptr, out) {
wasm.rigidBodyGetAngularVelocity(ptr, out);
}
/**
* @param {number} ptr
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodySetLinearVelocity(ptr, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodySetLinearVelocity(ptr, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodySetAngularVelocity(ptr, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodySetAngularVelocity(ptr, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} relative_position_ptr
* @param {number} out
*/
export function rigidBodyGetVelocityInLocalPoint(ptr, relative_position_ptr, out) {
wasm.rigidBodyGetVelocityInLocalPoint(ptr, relative_position_ptr, out);
}
/**
* @param {number} ptr
* @param {number} relative_position_ptr
* @param {number} out
*/
export function rigidBodyGetPushVelocityInLocalPoint(ptr, relative_position_ptr, out) {
wasm.rigidBodyGetPushVelocityInLocalPoint(ptr, relative_position_ptr, out);
}
/**
* @param {number} ptr
* @param {number} translation_x
* @param {number} translation_y
* @param {number} translation_z
*/
export function rigidBodyTranslate(ptr, translation_x, translation_y, translation_z) {
wasm.rigidBodyTranslate(ptr, translation_x, translation_y, translation_z);
}
/**
* @param {number} ptr
* @param {number} shape
*/
export function rigidBodySetShape(ptr, shape) {
wasm.rigidBodySetShape(ptr, shape);
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetWorldTransformPtr(ptr) {
const ret = wasm.rigidBodyGetWorldTransformPtr(ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyGetKinematicStatePtr(ptr) {
const ret = wasm.rigidBodyGetKinematicStatePtr(ptr);
return ret >>> 0;
}
function isLikeNone(x) {
return x === undefined || x === null;
}
export function init() {
wasm.init();
}
/**
* @param {number} size
* @returns {number}
*/
export function allocateBuffer(size) {
const ret = wasm.allocateBuffer(size);
return ret >>> 0;
}
/**
* Deallocate a buffer allocated by `allocateBuffer`.
* # Safety
* `ptr` must be a pointer to a buffer allocated by `allocateBuffer`.
* @param {number} ptr
* @param {number} size
*/
export function deallocateBuffer(ptr, size) {
wasm.deallocateBuffer(ptr, size);
}
/**
* @returns {MmdRuntime}
*/
export function createMmdRuntime() {
const ret = wasm.createMmdRuntime();
return MmdRuntime.__wrap(ret);
}
/**
* @returns {AnimationPool}
*/
export function createAnimationPool() {
const ret = wasm.createAnimationPool();
return AnimationPool.__wrap(ret);
}
/**
* @param {number} info_list
* @param {number} len
* @returns {number}
*/
export function createRigidBodyBundle(info_list, len) {
const ret = wasm.createRigidBodyBundle(info_list, len);
return ret >>> 0;
}
/**
* @param {number} ptr
*/
export function destroyRigidBodyBundle(ptr) {
wasm.destroyRigidBodyBundle(ptr);
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyBundleGetMotionStatesPtr(ptr) {
const ret = wasm.rigidBodyBundleGetMotionStatesPtr(ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyBundleGetBufferedMotionStatesPtr(ptr) {
const ret = wasm.rigidBodyBundleGetBufferedMotionStatesPtr(ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} linear_damping
* @param {number} angular_damping
*/
export function rigidBodyBundleSetDamping(ptr, index, linear_damping, angular_damping) {
wasm.rigidBodyBundleSetDamping(ptr, index, linear_damping, angular_damping);
}
/**
* @param {number} ptr
* @param {number} index
* @returns {number}
*/
export function rigidBodyBundleGetLinearDamping(ptr, index) {
const ret = wasm.rigidBodyBundleGetLinearDamping(ptr, index);
return ret;
}
/**
* @param {number} ptr
* @param {number} index
* @returns {number}
*/
export function rigidBodyBundleGetAngularDamping(ptr, index) {
const ret = wasm.rigidBodyBundleGetAngularDamping(ptr, index);
return ret;
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} mass
* @param {number} local_inertia_x
* @param {number} local_inertia_y
* @param {number} local_inertia_z
*/
export function rigidBodyBundleSetMassProps(ptr, index, mass, local_inertia_x, local_inertia_y, local_inertia_z) {
wasm.rigidBodyBundleSetMassProps(ptr, index, mass, local_inertia_x, local_inertia_y, local_inertia_z);
}
/**
* @param {number} ptr
* @param {number} index
* @returns {number}
*/
export function rigidBodyBundleGetMass(ptr, index) {
const ret = wasm.rigidBodyBundleGetMass(ptr, index);
return ret;
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetLocalInertia(ptr, index, out) {
wasm.rigidBodyBundleGetLocalInertia(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetTotalForce(ptr, index, out) {
wasm.rigidBodyBundleGetTotalForce(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetTotalTorque(ptr, index, out) {
wasm.rigidBodyBundleGetTotalTorque(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} force_x
* @param {number} force_y
* @param {number} force_z
*/
export function rigidBodyBundleApplyCentralForce(ptr, index, force_x, force_y, force_z) {
wasm.rigidBodyBundleApplyCentralForce(ptr, index, force_x, force_y, force_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyBundleApplyTorque(ptr, index, torque_x, torque_y, torque_z) {
wasm.rigidBodyBundleApplyTorque(ptr, index, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} force_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyBundleApplyForce(ptr, index, force_ptr, relative_position_ptr) {
wasm.rigidBodyBundleApplyForce(ptr, index, force_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} impulse_x
* @param {number} impulse_y
* @param {number} impulse_z
*/
export function rigidBodyBundleApplyCentralImpulse(ptr, index, impulse_x, impulse_y, impulse_z) {
wasm.rigidBodyBundleApplyCentralImpulse(ptr, index, impulse_x, impulse_y, impulse_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyBundleApplyTorqueImpulse(ptr, index, torque_x, torque_y, torque_z) {
wasm.rigidBodyBundleApplyTorqueImpulse(ptr, index, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} impulse_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyBundleApplyImpulse(ptr, index, impulse_ptr, relative_position_ptr) {
wasm.rigidBodyBundleApplyImpulse(ptr, index, impulse_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} impulse_ptr
* @param {number} relative_position_ptr
*/
export function rigidBodyBundleApplyPushImpulse(ptr, index, impulse_ptr, relative_position_ptr) {
wasm.rigidBodyBundleApplyPushImpulse(ptr, index, impulse_ptr, relative_position_ptr);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetPushVelocity(ptr, index, out) {
wasm.rigidBodyBundleGetPushVelocity(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetTurnVelocity(ptr, index, out) {
wasm.rigidBodyBundleGetTurnVelocity(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodyBundleSetPushVelocity(ptr, index, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodyBundleSetPushVelocity(ptr, index, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodyBundleSetTurnVelocity(ptr, index, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodyBundleSetTurnVelocity(ptr, index, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} impulse_x
* @param {number} impulse_y
* @param {number} impulse_z
*/
export function rigidBodyBundleApplyCentralPushImpulse(ptr, index, impulse_x, impulse_y, impulse_z) {
wasm.rigidBodyBundleApplyCentralPushImpulse(ptr, index, impulse_x, impulse_y, impulse_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} torque_x
* @param {number} torque_y
* @param {number} torque_z
*/
export function rigidBodyBundleApplyTorqueTurnImpulse(ptr, index, torque_x, torque_y, torque_z) {
wasm.rigidBodyBundleApplyTorqueTurnImpulse(ptr, index, torque_x, torque_y, torque_z);
}
/**
* @param {number} ptr
* @param {number} index
*/
export function rigidBodyBundleClearForces(ptr, index) {
wasm.rigidBodyBundleClearForces(ptr, index);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetLinearVelocity(ptr, index, out) {
wasm.rigidBodyBundleGetLinearVelocity(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} out
*/
export function rigidBodyBundleGetAngularVelocity(ptr, index, out) {
wasm.rigidBodyBundleGetAngularVelocity(ptr, index, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodyBundleSetLinearVelocity(ptr, index, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodyBundleSetLinearVelocity(ptr, index, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} velocity_x
* @param {number} velocity_y
* @param {number} velocity_z
*/
export function rigidBodyBundleSetAngularVelocity(ptr, index, velocity_x, velocity_y, velocity_z) {
wasm.rigidBodyBundleSetAngularVelocity(ptr, index, velocity_x, velocity_y, velocity_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} relative_position_ptr
* @param {number} out
*/
export function rigidBodyBundleGetVelocityInLocalPoint(ptr, index, relative_position_ptr, out) {
wasm.rigidBodyBundleGetVelocityInLocalPoint(ptr, index, relative_position_ptr, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} relative_position_ptr
* @param {number} out
*/
export function rigidBodyBundleGetPushVelocityInLocalPoint(ptr, index, relative_position_ptr, out) {
wasm.rigidBodyBundleGetPushVelocityInLocalPoint(ptr, index, relative_position_ptr, out);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} translation_x
* @param {number} translation_y
* @param {number} translation_z
*/
export function rigidBodyBundleTranslate(ptr, index, translation_x, translation_y, translation_z) {
wasm.rigidBodyBundleTranslate(ptr, index, translation_x, translation_y, translation_z);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} shape
*/
export function rigidBodyBundleSetShape(ptr, index, shape) {
wasm.rigidBodyBundleSetShape(ptr, index, shape);
}
/**
* @param {number} ptr
* @param {number} index
* @returns {number}
*/
export function rigidBodyBundleGetWorldTransformPtr(ptr, index) {
const ret = wasm.rigidBodyBundleGetWorldTransformPtr(ptr, index);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
export function rigidBodyBundleGetKinematicStatesPtr(ptr) {
const ret = wasm.rigidBodyBundleGetKinematicStatesPtr(ptr);
return ret >>> 0;
}
/**
* @param {number} body_a
* @param {number} body_b
* @param {number} frame_a
* @param {number} frame_b
* @param {boolean} use_linear_reference_frame_a
* @returns {number}
*/
export function createGeneric6DofConstraint(body_a, body_b, frame_a, frame_b, use_linear_reference_frame_a) {
const ret = wasm.createGeneric6DofConstraint(body_a, body_b, frame_a, frame_b, use_linear_reference_frame_a);
return ret >>> 0;
}
/**
* @param {number} body_bundle
* @param {number} body_a_index
* @param {number} body_b_index
* @param {number} frame_a
* @param {number} frame_b
* @param {boolean} use_linear_reference_frame_a
* @returns {number}
*/
export function createGeneric6DofConstraintFromBundle(body_bundle, body_a_index, body_b_index, frame_a, frame_b, use_linear_reference_frame_a) {
const ret = wasm.createGeneric6DofConstraintFromBundle(body_bundle, body_a_index, body_b_index, frame_a, frame_b, use_linear_reference_frame_a);
return ret >>> 0;
}
/**
* @param {number} body_a
* @param {number} body_b
* @param {number} frame_a
* @param {number} frame_b
* @param {boolean} use_linear_reference_frame_a
* @returns {number}
*/
export function createGeneric6DofSpringConstraint(body_a, body_b, frame_a, frame_b, use_linear_reference_frame_a) {
const ret = wasm.createGeneric6DofSpringConstraint(body_a, body_b, frame_a, frame_b, use_linear_reference_frame_a);
return ret >>> 0;
}
/**
* @param {number} body_bundle
* @param {number} body_a_index
* @param {number} body_b_index
* @param {number} frame_a
* @param {number} frame_b
* @param {boolean} use_linear_reference_frame_a
* @returns {number}
*/
export function createGeneric6DofSpringConstraintFromBundle(body_bundle, body_a_index, body_b_index, frame_a, frame_b, use_linear_reference_frame_a) {
const ret = wasm.createGeneric6DofSpringConstraintFromBundle(body_bundle, body_a_index, body_b_index, frame_a, frame_b, use_linear_reference_frame_a);
return ret >>> 0;
}
/**
* @param {number} ptr
*/
export function destroyConstraint(ptr) {
wasm.destroyConstraint(ptr);
}
/**
* @param {number} ptr
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function constraintSetLinearLowerLimit(ptr, x, y, z) {
wasm.constraintSetLinearLowerLimit(ptr, x, y, z);
}
/**
* @param {number} ptr
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function constraintSetLinearUpperLimit(ptr, x, y, z) {
wasm.constraintSetLinearUpperLimit(ptr, x, y, z);
}
/**
* @param {number} ptr
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function constraintSetAngularLowerLimit(ptr, x, y, z) {
wasm.constraintSetAngularLowerLimit(ptr, x, y, z);
}
/**
* @param {number} ptr
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function constraintSetAngularUpperLimit(ptr, x, y, z) {
wasm.constraintSetAngularUpperLimit(ptr, x, y, z);
}
/**
* @param {number} ptr
* @param {number} num
* @param {number} value
* @param {number} axis
*/
export function constraintSetParam(ptr, num, value, axis) {
wasm.constraintSetParam(ptr, num, value, axis);
}
/**
* @param {number} ptr
* @param {boolean} frame_offset_on_off
*/
export function constraintUseFrameOffset(ptr, frame_offset_on_off) {
wasm.constraintUseFrameOffset(ptr, frame_offset_on_off);
}
/**
* @param {number} ptr
* @param {number} index
* @param {boolean} on_off
*/
export function constraintEnableSpring(ptr, index, on_off) {
wasm.constraintEnableSpring(ptr, index, on_off);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} stiffness
*/
export function constraintSetStiffness(ptr, index, stiffness) {
wasm.constraintSetStiffness(ptr, index, stiffness);
}
/**
* @param {number} ptr
* @param {number} index
* @param {number} damping
*/
export function constraintSetDamping(ptr, index, damping) {
wasm.constraintSetDamping(ptr, index, damping);
}
/**
* @returns {number}
*/
export function createPhysicsWorld() {
const ret = wasm.createPhysicsWorld();
return ret >>> 0;
}
/**
* @param {number} world
*/
export function destroyPhysicsWorld(world) {
wasm.destroyPhysicsWorld(world);
}
/**
* @param {number} world
* @param {number} x
* @param {number} y
* @param {number} z
*/
export function physicsWorldSetGravity(world, x, y, z) {
wasm.physicsWorldSetGravity(world, x, y, z);
}
/**
* @param {number} world
* @param {number} time_step
* @param {number} max_sub_steps
* @param {number} fixed_time_step
*/
export function physicsWorldStepSimulation(world, time_step, max_sub_steps, fixed_time_step) {
wasm.physicsWorldStepSimulation(world, time_step, max_sub_steps, fixed_time_step);
}
/**
* @param {number} world
* @param {number} rigidbody
*/
export function physicsWorldAddRigidBody(world, rigidbody) {
wasm.physicsWorldAddRigidBody(world, rigidbody);
}
/**
* @param {number} world
* @param {number} rigidbody
*/
export function physicsWorldRemoveRigidBody(world, rigidbody) {
wasm.physicsWorldRemoveRigidBody(world, rigidbody);
}
/**
* @param {number} world
* @param {number} bundle
*/
export function physicsWorldAddRigidBodyBundle(world, bundle) {
wasm.physicsWorldAddRigidBodyBundle(world, bundle);
}
/**
* @param {number} world
* @param {number} bundle
*/
export function physicsWorldRemoveRigidBodyBundle(world, bundle) {
wasm.physicsWorldRemoveRigidBodyBundle(world, bundle);
}
/**
* @param {number} world
* @param {number} constraint
* @param {boolean} disable_collisions_between_linked_bodies
*/
export function physicsWorldAddConstraint(world, constraint, disable_collisions_between_linked_bodies) {
wasm.physicsWorldAddConstraint(world, constraint, disable_collisions_between_linked_bodies);
}
/**
* @param {number} world
* @param {number} constraint
*/
export function physicsWorldRemoveConstraint(world, constraint) {
wasm.physicsWorldRemoveConstraint(world, constraint);
}
/**
* @param {number} world
* @param {boolean} use_buffer
*/
export function physicsWorldUseMotionStateBuffer(world, use_buffer) {
wasm.physicsWorldUseMotionStateBuffer(world, use_buffer);
}
const AnimationPoolFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_animationpool_free(ptr >>> 0, 1));
export class AnimationPool {
static __wrap(ptr) {
ptr = ptr >>> 0;
const obj = Object.create(AnimationPool.prototype);
obj.__wbg_ptr = ptr;
AnimationPoolFinalization.register(obj, obj.__wbg_ptr, obj);
return obj;
}
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
AnimationPoolFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_animationpool_free(ptr, 0);
}
/**
* @param {number} count
* @returns {number}
*/
allocateLengthsBuffer(count) {
const ret = wasm.animationpool_allocateLengthsBuffer(this.__wbg_ptr, count);
return ret >>> 0;
}
/**
* @param {number} ptr
* @param {number} count
*/
deallocateLengthsBuffer(ptr, count) {
wasm.animationpool_deallocateLengthsBuffer(this.__wbg_ptr, ptr, count);
}
/**
* @param {number} track_lengths
* @param {number} track_count
* @returns {number}
*/
createBoneTracks(track_lengths, track_count) {
const ret = wasm.animationpool_createBoneTracks(this.__wbg_ptr, track_lengths, track_count);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getBoneTrackFrameNumbers(tracks, index) {
const ret = wasm.animationpool_getBoneTrackFrameNumbers(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getBoneTrackRotations(tracks, index) {
const ret = wasm.animationpool_getBoneTrackRotations(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getBoneTrackRotationInterpolations(tracks, index) {
const ret = wasm.animationpool_getBoneTrackRotationInterpolations(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getBoneTrackPhysicsToggles(tracks, index) {
const ret = wasm.animationpool_getBoneTrackPhysicsToggles(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} track_lengths
* @param {number} track_count
* @returns {number}
*/
createMovableBoneTracks(track_lengths, track_count) {
const ret = wasm.animationpool_createMovableBoneTracks(this.__wbg_ptr, track_lengths, track_count);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackFrameNumbers(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackFrameNumbers(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackPositions(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackPositions(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackPositionInterpolations(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackPositionInterpolations(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackRotations(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackRotations(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackRotationInterpolations(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackRotationInterpolations(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMovableBoneTrackPhysicsToggles(tracks, index) {
const ret = wasm.animationpool_getMovableBoneTrackPhysicsToggles(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} track_lengths
* @param {number} track_count
* @returns {number}
*/
createMorphTracks(track_lengths, track_count) {
const ret = wasm.animationpool_createMorphTracks(this.__wbg_ptr, track_lengths, track_count);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMorphTrackFrameNumbers(tracks, index) {
const ret = wasm.animationpool_getMorphTrackFrameNumbers(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} tracks
* @param {number} index
* @returns {number}
*/
getMorphTrackWeights(tracks, index) {
const ret = wasm.animationpool_getMorphTrackWeights(this.__wbg_ptr, tracks, index);
return ret >>> 0;
}
/**
* @param {number} bone_tracks_ptr
* @param {number} bone_track_count
* @param {number} movable_bone_tracks_ptr
* @param {number} movable_bone_track_count
* @param {number} morph_tracks_ptr
* @param {number} morph_track_count
* @param {number} property_track_length
* @param {number} property_track_ik_count
* @returns {number}
*/
createAnimation(bone_tracks_ptr, bone_track_count, movable_bone_tracks_ptr, movable_bone_track_count, morph_tracks_ptr, morph_track_count, property_track_length, property_track_ik_count) {
const ret = wasm.animationpool_createAnimation(this.__wbg_ptr, bone_tracks_ptr, bone_track_count, movable_bone_tracks_ptr, movable_bone_track_count, morph_tracks_ptr, morph_track_count, property_track_length, property_track_ik_count);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @returns {number}
*/
getPropertyTrackFrameNumbers(animation_ptr) {
const ret = wasm.animationpool_getPropertyTrackFrameNumbers(this.__wbg_ptr, animation_ptr);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @param {number} index
* @returns {number}
*/
getPropertyTrackIkStates(animation_ptr, index) {
const ret = wasm.animationpool_getPropertyTrackIkStates(this.__wbg_ptr, animation_ptr, index);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
*/
destroyAnimation(animation_ptr) {
wasm.animationpool_destroyAnimation(this.__wbg_ptr, animation_ptr);
}
/**
* @param {number} animation_ptr
* @returns {number}
*/
createBoneBindIndexMap(animation_ptr) {
const ret = wasm.animationpool_createBoneBindIndexMap(this.__wbg_ptr, animation_ptr);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @returns {number}
*/
createMovableBoneBindIndexMap(animation_ptr) {
const ret = wasm.animationpool_createMovableBoneBindIndexMap(this.__wbg_ptr, animation_ptr);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @param {number} morph_lengths
* @returns {number}
*/
createMorphBindIndexMap(animation_ptr, morph_lengths) {
const ret = wasm.animationpool_createMorphBindIndexMap(this.__wbg_ptr, animation_ptr, morph_lengths);
return ret >>> 0;
}
/**
* @param {number} morph_bind_index_map
* @param {number} index
* @returns {number}
*/
getNthMorphBindIndexMap(morph_bind_index_map, index) {
const ret = wasm.animationpool_getNthBoneToBodyBindIndexMap(this.__wbg_ptr, morph_bind_index_map, index);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @returns {number}
*/
createIkSolverBindIndexMap(animation_ptr) {
const ret = wasm.animationpool_createIkSolverBindIndexMap(this.__wbg_ptr, animation_ptr);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @param {number} body_lengths
* @returns {number}
*/
createBoneToBodyBindIndexMap(animation_ptr, body_lengths) {
const ret = wasm.animationpool_createBoneToBodyBindIndexMap(this.__wbg_ptr, animation_ptr, body_lengths);
return ret >>> 0;
}
/**
* @param {number} bone_to_body_bind_index_map
* @param {number} index
* @returns {number}
*/
getNthBoneToBodyBindIndexMap(bone_to_body_bind_index_map, index) {
const ret = wasm.animationpool_getNthBoneToBodyBindIndexMap(this.__wbg_ptr, bone_to_body_bind_index_map, index);
return ret >>> 0;
}
/**
* @param {number} animation_ptr
* @param {number} bone_bind_index_map
* @param {number} movable_bone_bind_index_map
* @param {number} morph_bind_index_map
* @param {number} ik_solver_bind_index_map
* @param {number} bone_to_body_bind_index_map
* @returns {number}
*/
createRuntimeAnimation(animation_ptr, bone_bind_index_map, movable_bone_bind_index_map, morph_bind_index_map, ik_solver_bind_index_map, bone_to_body_bind_index_map) {
const ret = wasm.animationpool_createRuntimeAnimation(this.__wbg_ptr, animation_ptr, bone_bind_index_map, movable_bone_bind_index_map, morph_bind_index_map, ik_solver_bind_index_map, bone_to_body_bind_index_map);
return ret >>> 0;
}
/**
* @param {number} runtime_animation_ptr
*/
destroyRuntimeAnimation(runtime_animation_ptr) {
wasm.animationpool_destroyRuntimeAnimation(this.__wbg_ptr, runtime_animation_ptr);
}
/**
* @param {number} animation_ptr
* @param {number} mmd_model_ptr
* @param {number} frame_time
*/
animateMmdModel(animation_ptr, mmd_model_ptr, frame_time) {
wasm.animationpool_animateMmdModel(this.__wbg_ptr, animation_ptr, mmd_model_ptr, frame_time);
}
}
const MmdRuntimeFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_mmdruntime_free(ptr >>> 0, 1));
export class MmdRuntime {
static __wrap(ptr) {
ptr = ptr >>> 0;
const obj = Object.create(MmdRuntime.prototype);
obj.__wbg_ptr = ptr;
MmdRuntimeFinalization.register(obj, obj.__wbg_ptr, obj);
return obj;
}
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
MmdRuntimeFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_mmdruntime_free(ptr, 0);
}
/**
* @param {number} serialized_metadata_ptr
* @param {number} serialized_metadata_size
* @returns {number}
*/
createMmdModel(serialized_metadata_ptr, serialized_metadata_size) {
const ret = wasm.mmdruntime_createMmdModel(this.__wbg_ptr, serialized_metadata_ptr, serialized_metadata_size);
return ret >>> 0;
}
/**
* @param {number} ptr
*/
destroyMmdModel(ptr) {
wasm.mmdruntime_destroyMmdModel(this.__wbg_ptr, ptr);
}
/**
* @param {number} ptr
* @returns {number}
*/
getAnimationArena(ptr) {
const ret = wasm.mmdruntime_getAnimationArena(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
getAnimationIkSolverStateArena(ptr) {
const ret = wasm.mmdruntime_getAnimationIkSolverStateArena(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
getAnimationRigidBodyStateArena(ptr) {
const ret = wasm.mmdruntime_getAnimationRigidBodyStateArena(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
getAnimationRigidBodyStateArenaSize(ptr) {
const ret = wasm.mmdruntime_getAnimationRigidBodyStateArenaSize(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
getAnimationMorphArena(ptr) {
const ret = wasm.mmdruntime_getAnimationMorphArena(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
getBoneWorldMatrixArena(ptr) {
const ret = wasm.mmdruntime_getBoneWorldMatrixArena(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @returns {number}
*/
createBoneWorldMatrixBackBuffer(ptr) {
const ret = wasm.mmdruntime_createBoneWorldMatrixBackBuffer(this.__wbg_ptr, ptr);
return ret >>> 0;
}
/**
* @param {number} ptr
* @param {number} runtime_animation
*/
setRuntimeAnimation(ptr, runtime_animation) {
wasm.mmdruntime_setRuntimeAnimation(this.__wbg_ptr, ptr, runtime_animation);
}
/**
* @param {number} ptr
* @param {number} rigidbody_state_size
*/
useExternalPhysics(ptr, rigidbody_state_size) {
wasm.mmdruntime_useExternalPhysics(this.__wbg_ptr, ptr, rigidbody_state_size);
}
/**
* @param {number | null} [frame_time]
* @param {number | null} [time_step]
*/
beforePhysics(frame_time, time_step) {
wasm.mmdruntime_beforePhysics(this.__wbg_ptr, isLikeNone(frame_time) ? 0x100000001 : Math.fround(frame_time), isLikeNone(time_step) ? 0x100000001 : Math.fround(time_step));
}
afterPhysics() {
wasm.mmdruntime_afterPhysics(this.__wbg_ptr);
}
/**
* @returns {number}
*/
getLockStatePtr() {
const ret = wasm.mmdruntime_getLockStatePtr(this.__wbg_ptr);
return ret >>> 0;
}
swapWorldMatrixBuffer() {
wasm.mmdruntime_swapWorldMatrixBuffer(this.__wbg_ptr);
}
/**
* @returns {number}
*/
acquireDiagnosticErrorResult() {
const ret = wasm.mmdruntime_acquireDiagnosticErrorResult(this.__wbg_ptr);
return ret >>> 0;
}
/**
* @returns {number}
*/
acquireDiagnosticWarningResult() {
const ret = wasm.mmdruntime_acquireDiagnosticWarningResult(this.__wbg_ptr);
return ret >>> 0;
}
/**
* @returns {number}
*/
acquireDiagnosticInfoResult() {
const ret = wasm.mmdruntime_acquireDiagnosticInfoResult(this.__wbg_ptr);
return ret >>> 0;
}
releaseDiagnosticResult() {
wasm.mmdruntime_releaseDiagnosticResult(this.__wbg_ptr);
}
/**
* @returns {number}
*/
getMultiPhysicsWorld() {
const ret = wasm.mmdruntime_getMultiPhysicsWorld(this.__wbg_ptr);
return ret >>> 0;
}
/**
* @param {number} max_sub_steps
*/
setPhysicsMaxSubSteps(max_sub_steps) {
wasm.mmdruntime_setPhysicsMaxSubSteps(this.__wbg_ptr, max_sub_steps);
}
/**
* @param {number} fixed_time_step
*/
setPhysicsFixedTimeStep(fixed_time_step) {
wasm.mmdruntime_setPhysicsFixedTimeStep(this.__wbg_ptr, fixed_time_step);
}
/**
* @param {number} ptr
* @param {number} world_matrix
*/
setMmdModelWorldMatrix(ptr, world_matrix) {
wasm.mmdruntime_setMmdModelWorldMatrix(this.__wbg_ptr, ptr, world_matrix);
}
/**
* @param {number} ptr
*/
markMmdModelPhysicsAsNeedInit(ptr) {
wasm.mmdruntime_markMmdModelPhysicsAsNeedInit(this.__wbg_ptr, ptr);
}
}
const EXPECTED_RESPONSE_TYPES = new Set(['basic', 'cors', 'default']);
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
const validResponse = module.ok && EXPECTED_RESPONSE_TYPES.has(module.type);
if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else {
throw e;
}
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
}
function __wbg_get_imports() {
const imports = {};
imports.wbg = {};
imports.wbg.__wbindgen_init_externref_table = function() {
const table = wasm.__wbindgen_export_0;
const offset = table.grow(4);
table.set(0, undefined);
table.set(offset + 0, undefine