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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 const b2BodyType: any; export class b2BodyDef { type: any; position: b2Vec2; angle: number; linearVelocity: b2Vec2; angularVelocity: number; linearDamping: number; angularDamping: number; allowSleep: boolean; awake: boolean; fixedRotation: boolean; bullet: boolean; enabled: boolean; userData: any; gravityScale: number; } export class b2Body { constructor(bd: any, world: any); m_type: any; m_islandFlag: boolean; m_awakeFlag: boolean; m_autoSleepFlag: any; m_bulletFlag: any; m_fixedRotationFlag: any; m_enabledFlag: any; m_toiFlag: boolean; m_islandIndex: number; m_xf: b2Transform; m_xf0: b2Transform; m_sweep: b2Sweep; m_linearVelocity: b2Vec2; m_angularVelocity: any; m_force: b2Vec2; m_torque: number; m_prev: any; m_next: any; m_fixtureList: any; m_fixtureCount: number; m_jointList: any; m_contactList: any; m_mass: number; m_invMass: number; m_I: number; m_invI: number; m_linearDamping: any; m_angularDamping: any; m_gravityScale: any; m_sleepTime: number; m_userData: any; m_controllerList: any; m_controllerCount: number; m_world: any; CreateFixture(a: any, b?: number): any; CreateFixtureDef(def: any): any; CreateFixtureShapeDensity(shape: any, density?: number): any; DestroyFixture(fixture: any): void; SetTransformVec(position: any, angle: any): void; SetTransformXY(x: any, y: any, angle: any): void; SetTransform(xf: any): void; GetTransform(): b2Transform; GetPosition(): b2Vec2; SetPosition(position: any): void; SetPositionXY(x: any, y: any): void; GetAngle(): number; SetAngle(angle: any): void; GetWorldCenter(): b2Vec2; GetLocalCenter(): b2Vec2; SetLinearVelocity(v: any): void; GetLinearVelocity(): b2Vec2; SetAngularVelocity(w: any): void; GetAngularVelocity(): any; GetDefinition(bd: any): any; ApplyForce(force: any, point: any, wake?: boolean): void; ApplyForceToCenter(force: any, wake?: boolean): void; ApplyTorque(torque: any, wake?: boolean): void; ApplyLinearImpulse(impulse: any, point: any, wake?: boolean): void; ApplyLinearImpulseToCenter(impulse: any, wake?: boolean): void; ApplyAngularImpulse(impulse: any, wake?: boolean): void; GetMass(): number; GetInertia(): number; GetMassData(data: any): any; SetMassData(massData: any): void; ResetMassData(): void; GetWorldPoint(localPoint: any, out: any): any; GetWorldVector(localVector: any, out: any): any; GetLocalPoint(worldPoint: any, out: any): any; GetLocalVector(worldVector: any, out: any): any; GetLinearVelocityFromWorldPoint(worldPoint: any, out: any): any; GetLinearVelocityFromLocalPoint(localPoint: any, out: any): any; GetLinearDamping(): any; SetLinearDamping(linearDamping: any): void; GetAngularDamping(): any; SetAngularDamping(angularDamping: any): void; GetGravityScale(): any; SetGravityScale(scale: any): void; SetType(type: any): void; GetType(): any; SetBullet(flag: any): void; IsBullet(): any; SetSleepingAllowed(flag: any): void; IsSleepingAllowed(): any; SetAwake(flag: any): void; IsAwake(): boolean; SetEnabled(flag: any): void; IsEnabled(): any; SetFixedRotation(flag: any): void; IsFixedRotation(): any; GetFixtureList(): any; GetJointList(): any; GetContactList(): any; GetNext(): any; GetUserData(): any; SetUserData(data: any): void; GetWorld(): any; Dump(log: any): void; SynchronizeFixtures(): void; SynchronizeTransform(): void; ShouldCollide(other: any): boolean; ShouldCollideConnected(other: any): boolean; Advance(alpha: any): void; GetControllerList(): any; GetControllerCount(): number; } export namespace b2Body { const CreateFixtureShapeDensity_s_def: b2FixtureDef; const SetMassData_s_oldCenter: b2Vec2; const ResetMassData_s_localCenter: b2Vec2; const ResetMassData_s_oldCenter: b2Vec2; const ResetMassData_s_massData: b2MassData; const SynchronizeFixtures_s_xf1: b2Transform; } import { b2Vec2 } from "../common/b2_math.js"; import { b2Transform } from "../common/b2_math.js"; import { b2Sweep } from "../common/b2_math.js"; import { b2FixtureDef } from "./b2_fixture.js"; import { b2MassData } from "../collision/b2_shape.js";