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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 b2DestructionListener { SayGoodbyeJoint(joint: any): void; SayGoodbyeFixture(fixture: any): void; SayGoodbyeParticleGroup(group: any): void; SayGoodbyeParticle(system: any, index: any): void; } export class b2ContactFilter { ShouldCollide(fixtureA: any, fixtureB: any): boolean; ShouldCollideFixtureParticle(fixture: any, system: any, index: any): boolean; ShouldCollideParticleParticle(system: any, indexA: any, indexB: any): boolean; } export namespace b2ContactFilter { const b2_defaultFilter: b2ContactFilter; } export class b2ContactImpulse { normalImpulses: number[]; tangentImpulses: number[]; count: number; } export class b2ContactListener { BeginContact(contact: any): void; EndContact(contact: any): void; BeginContactFixtureParticle(system: any, contact: any): void; EndContactFixtureParticle(system: any, contact: any): void; BeginContactParticleParticle(system: any, contact: any): void; EndContactParticleParticle(system: any, contact: any): void; PreSolve(contact: any, oldManifold: any): void; PostSolve(contact: any, impulse: any): void; } export namespace b2ContactListener { const b2_defaultListener: b2ContactListener; } export class b2QueryCallback { ReportFixture(fixture: any): boolean; ReportParticle(system: any, index: any): boolean; ShouldQueryParticleSystem(system: any): boolean; } export class b2RayCastCallback { ReportFixture(fixture: any, point: any, normal: any, fraction: any): any; ReportParticle(system: any, index: any, point: any, normal: any, fraction: any): number; ShouldQueryParticleSystem(system: any): boolean; }