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babylon-mmd

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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