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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 get_g_blockSolve(): boolean; export function set_g_blockSolve(value: any): void; export let g_blockSolve: boolean; export class b2VelocityConstraintPoint { static MakeArray(length: any): b2VelocityConstraintPoint[]; rA: b2Vec2; rB: b2Vec2; normalImpulse: number; tangentImpulse: number; normalMass: number; tangentMass: number; velocityBias: number; } export class b2ContactVelocityConstraint { static MakeArray(length: any): b2ContactVelocityConstraint[]; points: b2VelocityConstraintPoint[]; normal: b2Vec2; tangent: b2Vec2; normalMass: b2Mat22; K: b2Mat22; indexA: number; indexB: number; invMassA: number; invMassB: number; invIA: number; invIB: number; friction: number; restitution: number; threshold: number; tangentSpeed: number; pointCount: number; contactIndex: number; } export class b2ContactPositionConstraint { static MakeArray(length: any): b2ContactPositionConstraint[]; localPoints: b2Vec2[]; localNormal: b2Vec2; localPoint: b2Vec2; indexA: number; indexB: number; invMassA: number; invMassB: number; localCenterA: b2Vec2; localCenterB: b2Vec2; invIA: number; invIB: number; type: b2ManifoldType; radiusA: number; radiusB: number; pointCount: number; } export class b2ContactSolverDef { step: b2TimeStep; count: number; } export class b2PositionSolverManifold { normal: b2Vec2; point: b2Vec2; separation: number; Initialize(pc: any, xfA: any, xfB: any, index: any): void; } export namespace b2PositionSolverManifold { const Initialize_s_pointA: b2Vec2; const Initialize_s_pointB: b2Vec2; const Initialize_s_planePoint: b2Vec2; const Initialize_s_clipPoint: b2Vec2; } export class b2ContactSolver { m_step: b2TimeStep; m_positionConstraints: b2ContactPositionConstraint[]; m_velocityConstraints: b2ContactVelocityConstraint[]; m_count: number; Initialize(def: any): b2ContactSolver; m_positions: any; m_velocities: any; m_contacts: any; InitializeVelocityConstraints(): void; WarmStart(): void; SolveVelocityConstraints(): void; StoreImpulses(): void; SolvePositionConstraints(): boolean; SolveTOIPositionConstraints(toiIndexA: any, toiIndexB: any): boolean; } export namespace b2ContactSolver { const InitializeVelocityConstraints_s_xfA: b2Transform; const InitializeVelocityConstraints_s_xfB: b2Transform; const InitializeVelocityConstraints_s_worldManifold: b2WorldManifold; const WarmStart_s_P: b2Vec2; const SolveVelocityConstraints_s_dv: b2Vec2; const SolveVelocityConstraints_s_dv1: b2Vec2; const SolveVelocityConstraints_s_dv2: b2Vec2; const SolveVelocityConstraints_s_P: b2Vec2; const SolveVelocityConstraints_s_a: b2Vec2; const SolveVelocityConstraints_s_b: b2Vec2; const SolveVelocityConstraints_s_x: b2Vec2; const SolveVelocityConstraints_s_d: b2Vec2; const SolveVelocityConstraints_s_P1: b2Vec2; const SolveVelocityConstraints_s_P2: b2Vec2; const SolveVelocityConstraints_s_P1P2: b2Vec2; const SolvePositionConstraints_s_xfA: b2Transform; const SolvePositionConstraints_s_xfB: b2Transform; const SolvePositionConstraints_s_psm: b2PositionSolverManifold; const SolvePositionConstraints_s_rA: b2Vec2; const SolvePositionConstraints_s_rB: b2Vec2; const SolvePositionConstraints_s_P: b2Vec2; const SolveTOIPositionConstraints_s_xfA: b2Transform; const SolveTOIPositionConstraints_s_xfB: b2Transform; const SolveTOIPositionConstraints_s_psm: b2PositionSolverManifold; const SolveTOIPositionConstraints_s_rA: b2Vec2; const SolveTOIPositionConstraints_s_rB: b2Vec2; const SolveTOIPositionConstraints_s_P: b2Vec2; } import { b2Vec2 } from "../common/b2_math.js"; import { b2Mat22 } from "../common/b2_math.js"; import { b2ManifoldType } from "../collision/b2_collision.js"; import { b2TimeStep } from "./b2_time_step.js"; import { b2Transform } from "../common/b2_math.js"; import { b2WorldManifold } from "../collision/b2_collision.js";