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the-world-engine

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three.js based, unity like game engine for browser

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import { angularSleepTolerance, baumgarte, BodyDef, BodyType, ContactListener, Filter, FixtureDef, linearSleepTolerance, MassData, maxAngularCorrection, maxLinearCorrection, maxRotation, maxTranslation, PolygonShape, timeToSleep, toiBaumgarte, Vec2, World, WorldManifold } from "../../../box2d.ts/build/index"; import { CollisionLayerMaskConverter } from "../CollisionLayerMaskConverter"; import { Collision2D } from "./Collision2D"; import { Collision2DPool } from "./Collision2DPool"; import { CollisionEventPool, TriggerEventPool } from "./EventPool"; import { PhysicsObject2D } from "./PhysicsObject2D"; import { RayCastFilterCallback } from "./RayCastFilterCallback"; import { RaycastHit2D } from "./RaycastHit2D"; import { RayCastOneCallback } from "./RayCastOneCallback"; export class Physics2DLoader { static angularSleepTolerance=angularSleepTolerance; static baumgarte=baumgarte; static linearSleepTolerance=linearSleepTolerance; static maxAngularCorrection=maxAngularCorrection; static maxLinearCorrection=maxLinearCorrection; static maxRotation=maxRotation; static maxTranslation=maxTranslation; static timeToSleep=timeToSleep; static toiBaumgarte=toiBaumgarte; static BodyType=BodyType; static BodyDef=BodyDef; static ContactListener=ContactListener; static FixtureDef=FixtureDef; static Filter=Filter; static MassData=MassData; static PolygonShape=PolygonShape; static WorldManifold=WorldManifold; static World=World; static Vec2=Vec2; static Collision2DPool=Collision2DPool; static Collision2D=Collision2D; static CollisionLayerMaskConverter=CollisionLayerMaskConverter; static PhysicsObject2D=PhysicsObject2D; static TriggerEventPool=TriggerEventPool; static CollisionEventPool=CollisionEventPool; static RaycastHit2D=RaycastHit2D; static RayCastOneCallback=RayCastOneCallback; static RayCastFilterCallback=RayCastFilterCallback; }