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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 b2World { static _Joint_Create(def: any): b2DistanceJoint | b2MouseJoint | b2PrismaticJoint | b2RevoluteJoint | b2PulleyJoint | b2GearJoint | b2WheelJoint | b2WeldJoint | b2FrictionJoint | b2MotorJoint | b2AreaJoint; static _Joint_Destroy(joint: any): void; constructor(gravity: any); m_contactManager: b2ContactManager; m_bodyList: any; m_jointList: any; m_particleSystemList: any; m_bodyCount: number; m_jointCount: number; m_gravity: b2Vec2; m_allowSleep: boolean; m_destructionListener: any; m_debugDraw: any; m_inv_dt0: number; m_newContacts: boolean; m_locked: boolean; m_clearForces: boolean; m_warmStarting: boolean; m_continuousPhysics: boolean; m_subStepping: boolean; m_stepComplete: boolean; m_profile: b2Profile; m_island: b2Island; s_stack: any[]; m_controllerList: any; m_controllerCount: number; SetDestructionListener(listener: any): void; SetContactFilter(filter: any): void; SetContactListener(listener: any): void; SetDebugDraw(debugDraw: any): void; CreateBody(def?: {}): any; DestroyBody(b: any): void; CreateJoint(def: any): b2DistanceJoint | b2MouseJoint | b2PrismaticJoint | b2RevoluteJoint | b2PulleyJoint | b2GearJoint | b2WheelJoint | b2WeldJoint | b2FrictionJoint | b2MotorJoint | b2AreaJoint; DestroyJoint(j: any): void; CreateParticleSystem(def: any): any; DestroyParticleSystem(p: any): void; CalculateReasonableParticleIterations(timeStep: any): number; Step(dt: any, velocityIterations: any, positionIterations: any, particleIterations?: number): void; ClearForces(): void; DrawParticleSystem(system: any): void; DebugDraw(): void; QueryAABB(...args: any[]): void; _QueryAABB(callback: any, aabb: any, fn: any): void; QueryAllAABB(aabb: any, out?: any[]): any[]; QueryPointAABB(...args: any[]): void; _QueryPointAABB(callback: any, point: any, fn: any): void; QueryAllPointAABB(point: any, out?: any[]): any[]; QueryFixtureShape(...args: any[]): void; _QueryFixtureShape(callback: any, shape: any, index: any, transform: any, fn: any): void; QueryAllFixtureShape(shape: any, index: any, transform: any, out?: any[]): any[]; QueryFixturePoint(...args: any[]): void; _QueryFixturePoint(callback: any, point: any, fn: any): void; QueryAllFixturePoint(point: any, out?: any[]): any[]; RayCast(...args: any[]): void; _RayCast(callback: any, point1: any, point2: any, fn: any): void; RayCastOne(point1: any, point2: any): null; RayCastAll(point1: any, point2: any, out?: any[]): any[]; GetBodyList(): any; GetJointList(): any; GetParticleSystemList(): any; GetContactList(): import("./b2_contact.js").b2Contact<import("../collision/b2_shape.js").b2Shape, import("../collision/b2_shape.js").b2Shape> | null; SetAllowSleeping(flag: any): void; GetAllowSleeping(): boolean; SetWarmStarting(flag: any): void; GetWarmStarting(): boolean; SetContinuousPhysics(flag: any): void; GetContinuousPhysics(): boolean; SetSubStepping(flag: any): void; GetSubStepping(): boolean; GetProxyCount(): number; GetBodyCount(): number; GetJointCount(): number; GetContactCount(): number; GetTreeHeight(): number; GetTreeBalance(): number; GetTreeQuality(): number; SetGravity(gravity: any, wake?: boolean): void; GetGravity(): b2Vec2; IsLocked(): boolean; SetAutoClearForces(flag: any): void; GetAutoClearForces(): boolean; ShiftOrigin(newOrigin: any): void; GetContactManager(): b2ContactManager; GetProfile(): b2Profile; Dump(log: any): void; DrawShape(fixture: any, color: any): void; Solve(step: any): void; SolveTOI(step: any): void; AddController(controller: any): any; RemoveController(controller: any): any; } export namespace b2World { const Step_s_step: b2TimeStep; const Step_s_stepTimer: b2Timer; const Step_s_timer: b2Timer; const DebugDraw_s_color: b2Color; const DebugDraw_s_vs: b2Vec2[]; const DebugDraw_s_xf: b2Transform; const QueryFixtureShape_s_aabb: b2AABB; const RayCast_s_input: b2RayCastInput; const RayCast_s_output: b2RayCastOutput; const RayCast_s_point: b2Vec2; const SolveTOI_s_subStep: b2TimeStep; const SolveTOI_s_backup: b2Sweep; const SolveTOI_s_backup1: b2Sweep; const SolveTOI_s_backup2: b2Sweep; const SolveTOI_s_toi_input: b2TOIInput; const SolveTOI_s_toi_output: b2TOIOutput; } import { b2ContactManager } from "./b2_contact_manager.js"; import { b2Vec2 } from "../common/b2_math.js"; import { b2Profile } from "./b2_time_step.js"; import { b2Island } from "./b2_island.js"; import { b2DistanceJoint } from "./b2_distance_joint.js"; import { b2MouseJoint } from "./b2_mouse_joint.js"; import { b2PrismaticJoint } from "./b2_prismatic_joint.js"; import { b2RevoluteJoint } from "./b2_revolute_joint.js"; import { b2PulleyJoint } from "./b2_pulley_joint.js"; import { b2GearJoint } from "./b2_gear_joint.js"; import { b2WheelJoint } from "./b2_wheel_joint.js"; import { b2WeldJoint } from "./b2_weld_joint.js"; import { b2FrictionJoint } from "./b2_friction_joint.js"; import { b2MotorJoint } from "./b2_motor_joint.js"; import { b2AreaJoint } from "./b2_area_joint.js"; import { b2TimeStep } from "./b2_time_step.js"; import { b2Timer } from "../common/b2_timer.js"; import { b2Color } from "../common/b2_draw.js"; import { b2Transform } from "../common/b2_math.js"; import { b2AABB } from "../collision/b2_collision.js"; import { b2RayCastInput } from "../collision/b2_collision.js"; import { b2RayCastOutput } from "../collision/b2_collision.js"; import { b2Sweep } from "../common/b2_math.js"; import { b2TOIInput } from "../collision/b2_time_of_impact.js"; import { b2TOIOutput } from "../collision/b2_time_of_impact.js";