the-world-engine
Version:
three.js based, unity like game engine for browser
267 lines (266 loc) • 8.86 kB
TypeScript
export function b2Min(a: any, b: any): any;
export function b2Max(a: any, b: any): any;
export function b2Clamp(a: any, lo: any, hi: any): any;
export function b2Swap(a: any, b: any): void;
export function b2Sq(n: any): number;
export function b2InvSqrt(n: any): number;
export function b2DegToRad(degrees: any): number;
export function b2RadToDeg(radians: any): number;
export function b2NextPowerOfTwo(x: any): any;
export function b2IsPowerOfTwo(x: any): boolean;
export function b2Random(): number;
export function b2RandomRange(lo: any, hi: any): any;
export const b2_pi_over_180: number;
export const b2_180_over_pi: number;
export const b2_two_pi: number;
export const b2Abs: (x: number) => number;
export const b2IsValid: typeof isFinite;
export const b2Sqrt: (x: number) => number;
export const b2Pow: (x: number, y: number) => number;
export const b2Cos: (x: number) => number;
export const b2Sin: (x: number) => number;
export const b2Acos: (x: number) => number;
export const b2Asin: (x: number) => number;
export const b2Atan2: (y: number, x: number) => number;
export class b2Vec2 {
static MakeArray(length: any): b2Vec2[];
static AbsV(v: any, out: any): any;
static MinV(a: any, b: any, out: any): any;
static MaxV(a: any, b: any, out: any): any;
static ClampV(v: any, lo: any, hi: any, out: any): any;
static RotateV(v: any, radians: any, out: any): any;
static DotVV(a: any, b: any): number;
static CrossVV(a: any, b: any): number;
static CrossVS(v: any, s: any, out: any): any;
static CrossVOne(v: any, out: any): any;
static CrossSV(s: any, v: any, out: any): any;
static CrossOneV(v: any, out: any): any;
static AddVV(a: any, b: any, out: any): any;
static SubVV(a: any, b: any, out: any): any;
static MulSV(s: any, v: any, out: any): any;
static MulVS(v: any, s: any, out: any): any;
static AddVMulSV(a: any, s: any, b: any, out: any): any;
static SubVMulSV(a: any, s: any, b: any, out: any): any;
static AddVCrossSV(a: any, s: any, v: any, out: any): any;
static MidVV(a: any, b: any, out: any): any;
static ExtVV(a: any, b: any, out: any): any;
static IsEqualToV(a: any, b: any): boolean;
static DistanceVV(a: any, b: any): number;
static DistanceSquaredVV(a: any, b: any): number;
static NegV(v: any, out: any): any;
constructor(x?: number, y?: number);
x: number;
y: number;
Clone(): b2Vec2;
SetZero(): b2Vec2;
Set(x: any, y: any): b2Vec2;
Copy(other: any): b2Vec2;
SelfAdd(v: any): b2Vec2;
SelfAddXY(x: any, y: any): b2Vec2;
SelfSub(v: any): b2Vec2;
SelfSubXY(x: any, y: any): b2Vec2;
SelfMul(s: any): b2Vec2;
SelfMulAdd(s: any, v: any): b2Vec2;
SelfMulSub(s: any, v: any): b2Vec2;
Dot(v: any): number;
Cross(v: any): number;
Length(): number;
LengthSquared(): number;
Normalize(): number;
SelfNormalize(): b2Vec2;
SelfRotate(radians: any): b2Vec2;
SelfRotateCosSin(c: any, s: any): b2Vec2;
IsValid(): boolean;
SelfCrossVS(s: any): b2Vec2;
SelfCrossSV(s: any): b2Vec2;
SelfMinV(v: any): b2Vec2;
SelfMaxV(v: any): b2Vec2;
SelfAbs(): b2Vec2;
SelfNeg(): b2Vec2;
SelfSkew(): b2Vec2;
}
export namespace b2Vec2 {
const ZERO: b2Vec2;
const UNITX: b2Vec2;
const UNITY: b2Vec2;
const s_t0: b2Vec2;
const s_t1: b2Vec2;
const s_t2: b2Vec2;
const s_t3: b2Vec2;
}
export const b2Vec2_zero: b2Vec2;
export class b2TypedVec2 {
constructor(...args: any[]);
data: Float32Array;
set x(arg: number);
get x(): number;
set y(arg: number);
get y(): number;
Clone(): b2TypedVec2;
SetZero(): b2TypedVec2;
Set(x: any, y: any): b2TypedVec2;
Copy(other: any): b2TypedVec2;
SelfAdd(v: any): b2TypedVec2;
SelfAddXY(x: any, y: any): b2TypedVec2;
SelfSub(v: any): b2TypedVec2;
SelfSubXY(x: any, y: any): b2TypedVec2;
SelfMul(s: any): b2TypedVec2;
SelfMulAdd(s: any, v: any): b2TypedVec2;
SelfMulSub(s: any, v: any): b2TypedVec2;
Dot(v: any): number;
Cross(v: any): number;
Length(): number;
LengthSquared(): number;
Normalize(): number;
SelfNormalize(): b2TypedVec2;
SelfRotate(radians: any): b2TypedVec2;
SelfRotateCosSin(c: any, s: any): b2TypedVec2;
IsValid(): boolean;
SelfCrossVS(s: any): b2TypedVec2;
SelfCrossSV(s: any): b2TypedVec2;
SelfMinV(v: any): b2TypedVec2;
SelfMaxV(v: any): b2TypedVec2;
SelfAbs(): b2TypedVec2;
SelfNeg(): b2TypedVec2;
SelfSkew(): b2TypedVec2;
}
export class b2Vec3 {
static DotV3V3(a: any, b: any): number;
static CrossV3V3(a: any, b: any, out: any): any;
constructor(...args: any[]);
data: Float32Array;
set x(arg: number);
get x(): number;
set y(arg: number);
get y(): number;
set z(arg: number);
get z(): number;
Clone(): b2Vec3;
SetZero(): b2Vec3;
SetXYZ(x: any, y: any, z: any): b2Vec3;
Copy(other: any): b2Vec3;
SelfNeg(): b2Vec3;
SelfAdd(v: any): b2Vec3;
SelfAddXYZ(x: any, y: any, z: any): b2Vec3;
SelfSub(v: any): b2Vec3;
SelfSubXYZ(x: any, y: any, z: any): b2Vec3;
SelfMul(s: any): b2Vec3;
}
export namespace b2Vec3 {
const ZERO_1: b2Vec3;
export { ZERO_1 as ZERO };
const s_t0_1: b2Vec3;
export { s_t0_1 as s_t0 };
}
export class b2Mat22 {
static FromVV(c1: any, c2: any): b2Mat22;
static FromSSSS(r1c1: any, r1c2: any, r2c1: any, r2c2: any): b2Mat22;
static FromAngle(radians: any): b2Mat22;
static AbsM(M: any, out: any): any;
static MulMV(M: any, v: any, out: any): any;
static MulTMV(M: any, v: any, out: any): any;
static AddMM(A: any, B: any, out: any): any;
static MulMM(A: any, B: any, out: any): any;
static MulTMM(A: any, B: any, out: any): any;
ex: b2Vec2;
ey: b2Vec2;
Clone(): b2Mat22;
SetSSSS(r1c1: any, r1c2: any, r2c1: any, r2c2: any): b2Mat22;
SetVV(c1: any, c2: any): b2Mat22;
SetAngle(radians: any): b2Mat22;
Copy(other: any): b2Mat22;
SetIdentity(): b2Mat22;
SetZero(): b2Mat22;
GetAngle(): number;
GetInverse(out: any): any;
Solve(b_x: any, b_y: any, out: any): any;
SelfAbs(): b2Mat22;
SelfInv(): b2Mat22;
SelfAddM(M: any): b2Mat22;
SelfSubM(M: any): b2Mat22;
}
export namespace b2Mat22 {
const IDENTITY: b2Mat22;
}
export class b2Mat33 {
static MulM33V3(A: any, v: any, out: any): any;
static MulM33XYZ(A: any, x: any, y: any, z: any, out: any): any;
static MulM33V2(A: any, v: any, out: any): any;
static MulM33XY(A: any, x: any, y: any, out: any): any;
data: Float32Array;
ex: b2Vec3;
ey: b2Vec3;
ez: b2Vec3;
Clone(): b2Mat33;
SetVVV(c1: any, c2: any, c3: any): b2Mat33;
Copy(other: any): b2Mat33;
SetIdentity(): b2Mat33;
SetZero(): b2Mat33;
SelfAddM(M: any): b2Mat33;
Solve33(b_x: any, b_y: any, b_z: any, out: any): any;
Solve22(b_x: any, b_y: any, out: any): any;
GetInverse22(M: any): void;
GetSymInverse33(M: any): void;
}
export namespace b2Mat33 {
const IDENTITY_1: b2Mat33;
export { IDENTITY_1 as IDENTITY };
}
export class b2Rot {
static MulRR(q: any, r: any, out: any): any;
static MulTRR(q: any, r: any, out: any): any;
static MulRV(q: any, v: any, out: any): any;
static MulTRV(q: any, v: any, out: any): any;
constructor(angle?: number);
s: number;
c: number;
Clone(): b2Rot;
Copy(other: any): b2Rot;
SetAngle(angle: any): b2Rot;
SetIdentity(): b2Rot;
GetAngle(): number;
GetXAxis(out: any): any;
GetYAxis(out: any): any;
}
export namespace b2Rot {
const IDENTITY_2: b2Rot;
export { IDENTITY_2 as IDENTITY };
}
export class b2Transform {
static MulXV(T: any, v: any, out: any): any;
static MulTXV(T: any, v: any, out: any): any;
static MulXX(A: any, B: any, out: any): any;
static MulTXX(A: any, B: any, out: any): any;
p: b2Vec2;
q: b2Rot;
Clone(): b2Transform;
Copy(other: any): b2Transform;
SetIdentity(): b2Transform;
SetPositionRotation(position: any, q: any): b2Transform;
SetPositionAngle(pos: any, a: any): b2Transform;
SetPosition(position: any): b2Transform;
SetPositionXY(x: any, y: any): b2Transform;
SetRotation(rotation: any): b2Transform;
SetRotationAngle(radians: any): b2Transform;
GetPosition(): b2Vec2;
GetRotation(): b2Rot;
GetRotationAngle(): number;
GetAngle(): number;
}
export namespace b2Transform {
const IDENTITY_3: b2Transform;
export { IDENTITY_3 as IDENTITY };
}
export class b2Sweep {
localCenter: b2Vec2;
c0: b2Vec2;
c: b2Vec2;
a0: number;
a: number;
alpha0: number;
Clone(): b2Sweep;
Copy(other: any): b2Sweep;
GetTransform(xf: any, beta: any): any;
Advance(alpha: any): void;
Normalize(): void;
}