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planck-js

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2D physics engine for JavaScript/HTML5 game development

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exports.Math = require('./common/Math'); exports.Vec2 = require('./common/Vec2'); exports.Transform = require('./common/Transform'); exports.Rot = require('./common/Rot'); exports.AABB = require('./collision/AABB'); exports.Shape = require('./Shape'); exports.Fixture = require('./Fixture'); exports.Body = require('./Body'); exports.Contact = require('./Contact'); exports.Joint = require('./Joint'); exports.World = require('./World'); exports.Circle = require('./shape/CircleShape'); exports.Edge = require('./shape/EdgeShape'); exports.Polygon = require('./shape/PolygonShape'); exports.Chain = require('./shape/ChainShape'); exports.Box = function(hx, hy, center, angle) { var shape = exports.Polygon(); shape.SetAsBox(hx, hy, center, angle); return shape; }; require('./shape/CollideCircle'); require('./shape/CollideEdgeCircle'); require('./shape/CollidePolygon'); require('./shape/CollideCirclePolygone'); require('./shape/CollideEdgePolygon'); exports.DistanceJoint = require('./joint/DistanceJoint'); exports.FrictionJoint = require('./joint/FrictionJoint'); exports.GearJoint = require('./joint/GearJoint'); exports.MotorJoint = require('./joint/MotorJoint'); exports.MouseJoint = require('./joint/MouseJoint'); exports.PrismaticJoint = require('./joint/PrismaticJoint'); exports.PulleyJoint = require('./joint/PulleyJoint'); exports.RevoluteJoint = require('./joint/RevoluteJoint'); exports.RopeJoint = require('./joint/RopeJoint'); exports.WeldJoint = require('./joint/WeldJoint'); exports.WheelJoint = require('./joint/WheelJoint'); // deprecate m_flag var m_flag = { get : function() { throw new Error('m_flag is removed!') }, set : function(value) { throw new Error('m_flag is removed!') } }; Object.defineProperty(exports.Body.prototype, 'm_flag', m_flag); Object.defineProperty(exports.Contact.prototype, 'm_flag', m_flag); Object.defineProperty(exports.World.prototype, 'm_flag', m_flag);