change bullet from wasi to wasm (#440)

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Ling Zhan 2023-10-13 14:44:57 +08:00 committed by GitHub
parent 3df4cd0acb
commit 3dd0bf90b3
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7 changed files with 127304 additions and 4 deletions

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@ -1,11 +1,31 @@
declare module 'external:emscripten/bullet/bullet.asm.js' { declare module 'external:emscripten/bullet/bullet.release.asm.js' {
function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance; export default Bullet;
export default factory;
} }
declare module 'external:emscripten/bullet/bullet.release.wasm.js' {
export default Bullet;
}
// tslint:disable
declare function Bullet (moduleOptions?: any): Promise<void>;
declare namespace Bullet { declare namespace Bullet {
type ptr = number; type ptr = number;
interface instance { interface instance {
HEAP8: Int8Array;
HEAP16: Int16Array;
HEAP32: Int32Array;
HEAPU8: Uint8Array;
HEAPU16: Uint16Array;
HEAPU32: Uint32Array;
HEAPF32: Float32Array;
HEAPF64: Float64Array;
// class interface
DebugDraw: any;
ControllerHitReport: any;
MotionState: any;
_malloc(bytes: number): ptr; _malloc(bytes: number): ptr;
_free(p: ptr): void; _free(p: ptr): void;
_read_f32(p: ptr): void; _read_f32(p: ptr): void;
@ -34,6 +54,7 @@ declare namespace Bullet {
MotionState_getWorldTransform(p: ptr, transform: ptr): void; MotionState_getWorldTransform(p: ptr, transform: ptr): void;
MotionState_setWorldTransform(p: ptr, transform: ptr): void; MotionState_setWorldTransform(p: ptr, transform: ptr): void;
ccMotionState_new(id: number, initTrans: ptr): ptr; ccMotionState_new(id: number, initTrans: ptr): ptr;
ccMotionState_setup(p: ptr, id: number, initTrans: ptr): void;
int_array_size(p: ptr): number; int_array_size(p: ptr): number;
int_array_at(p: ptr, index: number): number; int_array_at(p: ptr, index: number): number;
@ -113,7 +134,7 @@ declare namespace Bullet {
TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr; TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
TriangleMesh_new(): ptr; TriangleMesh_new(): ptr;
TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void; TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr, removeDuplicateVertices: boolean): void;
BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr; BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr; BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr;
BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number); BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
@ -144,6 +165,7 @@ declare namespace Bullet {
CollisionObject_isKinematicObject(p: ptr): boolean; CollisionObject_isKinematicObject(p: ptr): boolean;
CollisionObject_isStaticObject(p: ptr): boolean; CollisionObject_isStaticObject(p: ptr): boolean;
CollisionObject_isStaticOrKinematicObject(p: ptr): boolean; CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
CollisionObject_isSleeping(p: ptr): boolean;
CollisionObject_getWorldTransform(p: ptr): ptr; CollisionObject_getWorldTransform(p: ptr): ptr;
CollisionObject_getCollisionFlags(p: ptr): number; CollisionObject_getCollisionFlags(p: ptr): number;
CollisionObject_setCollisionFlags(p: ptr, flags: number): void; CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
@ -180,6 +202,8 @@ declare namespace Bullet {
RigidBody_applyTorque(p: ptr, f: ptr): void; RigidBody_applyTorque(p: ptr, f: ptr): void;
RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void; RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void;
RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void; RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
RigidBody_getWorldTransform(p: ptr, transform: ptr): void;
Transform_getRotationAndOrigin(transform: ptr, q: ptr): ptr;
// dynamic // dynamic

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