the-world-engine
Version:
three.js based, unity like game engine for browser
59 lines (58 loc) • 1.77 kB
TypeScript
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";