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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 class b2FrictionJointDef extends b2JointDef { constructor(); localAnchorA: b2Vec2; localAnchorB: b2Vec2; maxForce: number; maxTorque: number; Initialize(bA: any, bB: any, anchor: any): void; } export class b2FrictionJoint extends b2Joint { constructor(def: any); m_localAnchorA: b2Vec2; m_localAnchorB: b2Vec2; m_linearImpulse: b2Vec2; m_angularImpulse: number; m_maxForce: any; m_maxTorque: any; m_indexA: number; m_indexB: number; m_rA: b2Vec2; m_rB: b2Vec2; m_localCenterA: b2Vec2; m_localCenterB: b2Vec2; m_invMassA: number; m_invMassB: number; m_invIA: number; m_invIB: number; m_linearMass: b2Mat22; m_angularMass: number; m_qA: b2Rot; m_qB: b2Rot; m_lalcA: b2Vec2; m_lalcB: b2Vec2; m_K: b2Mat22; InitVelocityConstraints(data: any): void; SolveVelocityConstraints(data: any): void; SolvePositionConstraints(data: any): boolean; GetAnchorA(out: any): any; GetAnchorB(out: any): any; GetReactionForce(inv_dt: any, out: any): any; GetReactionTorque(inv_dt: any): number; GetLocalAnchorA(): b2Vec2; GetLocalAnchorB(): b2Vec2; SetMaxForce(force: any): void; GetMaxForce(): any; SetMaxTorque(torque: any): void; GetMaxTorque(): any; Dump(log: any): void; } export namespace b2FrictionJoint { const SolveVelocityConstraints_s_Cdot_v2: b2Vec2; const SolveVelocityConstraints_s_impulseV: b2Vec2; const SolveVelocityConstraints_s_oldImpulseV: b2Vec2; } import { b2JointDef } from "./b2_joint.js"; import { b2Vec2 } from "../common/b2_math.js"; import { b2Joint } from "./b2_joint.js"; import { b2Mat22 } from "../common/b2_math.js"; import { b2Rot } from "../common/b2_math.js";