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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 b2WheelJointDef extends b2JointDef { constructor(); localAnchorA: b2Vec2; localAnchorB: b2Vec2; localAxisA: b2Vec2; enableLimit: boolean; lowerTranslation: number; upperTranslation: number; enableMotor: boolean; maxMotorTorque: number; motorSpeed: number; stiffness: number; damping: number; Initialize(bA: any, bB: any, anchor: any, axis: any): void; } export class b2WheelJoint extends b2Joint { constructor(def: any); m_localAnchorA: b2Vec2; m_localAnchorB: b2Vec2; m_localXAxisA: b2Vec2; m_localYAxisA: b2Vec2; m_impulse: number; m_motorImpulse: number; m_springImpulse: number; m_lowerImpulse: number; m_upperImpulse: number; m_translation: number; m_lowerTranslation: any; m_upperTranslation: any; m_maxMotorTorque: any; m_motorSpeed: any; m_enableLimit: any; m_enableMotor: any; m_stiffness: any; m_damping: any; m_indexA: number; m_indexB: number; m_localCenterA: b2Vec2; m_localCenterB: b2Vec2; m_invMassA: number; m_invMassB: number; m_invIA: number; m_invIB: number; m_ax: b2Vec2; m_ay: b2Vec2; m_sAx: number; m_sBx: number; m_sAy: number; m_sBy: number; m_mass: number; m_motorMass: number; m_axialMass: number; m_springMass: number; m_bias: number; m_gamma: number; m_qA: b2Rot; m_qB: b2Rot; m_lalcA: b2Vec2; m_lalcB: b2Vec2; m_rA: b2Vec2; m_rB: b2Vec2; GetMotorSpeed(): any; GetMaxMotorTorque(): any; SetSpringFrequencyHz(hz: any): void; GetSpringFrequencyHz(): any; SetSpringDampingRatio(ratio: any): void; GetSpringDampingRatio(): any; InitVelocityConstraints(data: any): void; SolveVelocityConstraints(data: any): void; SolvePositionConstraints(data: any): boolean; GetDefinition(def: any): any; GetAnchorA(out: any): any; GetAnchorB(out: any): any; GetReactionForce(inv_dt: any, out: any): any; GetReactionTorque(inv_dt: any): number; GetLocalAnchorA(): b2Vec2; GetLocalAnchorB(): b2Vec2; GetLocalAxisA(): b2Vec2; GetJointTranslation(): number; GetJointLinearSpeed(): number; GetJointAngle(): number; GetJointAngularSpeed(): number; GetPrismaticJointTranslation(): number; GetPrismaticJointSpeed(): number; GetRevoluteJointAngle(): number; GetRevoluteJointSpeed(): number; IsMotorEnabled(): any; EnableMotor(flag: any): void; SetMotorSpeed(speed: any): void; SetMaxMotorTorque(force: any): void; GetMotorTorque(inv_dt: any): number; IsLimitEnabled(): any; EnableLimit(flag: any): void; GetLowerLimit(): any; GetUpperLimit(): any; SetLimits(lower: any, upper: any): void; Dump(log: any): void; Draw(draw: any): void; } export namespace b2WheelJoint { const InitVelocityConstraints_s_d: b2Vec2; const InitVelocityConstraints_s_P: b2Vec2; const SolveVelocityConstraints_s_P: b2Vec2; const SolvePositionConstraints_s_d: b2Vec2; const SolvePositionConstraints_s_P: b2Vec2; const Draw_s_pA: b2Vec2; const Draw_s_pB: b2Vec2; const Draw_s_axis: b2Vec2; const Draw_s_c1: b2Color; const Draw_s_c2: b2Color; const Draw_s_c3: b2Color; const Draw_s_c4: b2Color; const Draw_s_c5: b2Color; const Draw_s_lower: b2Vec2; const Draw_s_upper: b2Vec2; const Draw_s_perp: b2Vec2; } import { b2JointDef } from "./b2_joint.js"; import { b2Vec2 } from "../common/b2_math.js"; import { b2Joint } from "./b2_joint.js"; import { b2Rot } from "../common/b2_math.js"; import { b2Color } from "../common/b2_draw.js";