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the-world-engine

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three.js based, unity like game engine for browser

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export function b2GetPointStates(state1: any, state2: any, manifold1: any, manifold2: any): void; export function b2TestOverlapAABB(a: any, b: any): boolean; export function b2ClipSegmentToLine(vOut: any, vIn: any, normal: any, offset: any, vertexIndexA: any): number; export function b2TestOverlapShape(shapeA: any, indexA: any, shapeB: any, indexB: any, xfA: any, xfB: any): boolean; export const b2ContactFeatureType: any; export class b2ContactFeature { _key: number; _key_invalid: boolean; _indexA: number; _indexB: number; _typeA: number; _typeB: number; set key(arg: number); get key(): number; set indexA(arg: number); get indexA(): number; set indexB(arg: number); get indexB(): number; set typeA(arg: number); get typeA(): number; set typeB(arg: number); get typeB(): number; } export class b2ContactID { cf: b2ContactFeature; Copy(o: any): b2ContactID; set key(arg: number); get key(): number; Clone(): b2ContactID; } export class b2ManifoldPoint { static MakeArray(length: any): b2ManifoldPoint[]; localPoint: b2Vec2; normalImpulse: number; tangentImpulse: number; id: b2ContactID; Reset(): void; Copy(o: any): b2ManifoldPoint; } export const b2ManifoldType: any; export class b2Manifold { points: b2ManifoldPoint[]; localNormal: b2Vec2; localPoint: b2Vec2; type: any; pointCount: number; Reset(): void; Copy(o: any): b2Manifold; Clone(): b2Manifold; } export class b2WorldManifold { normal: b2Vec2; points: b2Vec2[]; separations: number[]; Initialize(manifold: any, xfA: any, radiusA: any, xfB: any, radiusB: any): void; } export namespace b2WorldManifold { const Initialize_s_pointA: b2Vec2; const Initialize_s_pointB: b2Vec2; const Initialize_s_cA: b2Vec2; const Initialize_s_cB: b2Vec2; const Initialize_s_planePoint: b2Vec2; const Initialize_s_clipPoint: b2Vec2; } export const b2PointState: any; export class b2ClipVertex { static MakeArray(length: any): b2ClipVertex[]; v: b2Vec2; id: b2ContactID; Copy(other: any): b2ClipVertex; } export class b2RayCastInput { p1: b2Vec2; p2: b2Vec2; maxFraction: number; Copy(o: any): b2RayCastInput; } export class b2RayCastOutput { normal: b2Vec2; fraction: number; Copy(o: any): b2RayCastOutput; } export class b2AABB { static Combine(aabb1: any, aabb2: any, out: any): any; lowerBound: b2Vec2; upperBound: b2Vec2; m_cache_center: b2Vec2; m_cache_extent: b2Vec2; Copy(o: any): b2AABB; IsValid(): boolean; GetCenter(): b2Vec2; GetExtents(): b2Vec2; GetPerimeter(): number; Combine1(aabb: any): b2AABB; Combine2(aabb1: any, aabb2: any): b2AABB; Contains(aabb: any): boolean; RayCast(output: any, input: any): boolean; TestContain(point: any): boolean; TestOverlap(other: any): boolean; } import { b2Vec2 } from "../common/b2_math.js";