the-world-engine
Version:
three.js based, unity like game engine for browser
138 lines (137 loc) • 4.47 kB
TypeScript
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";