change bullet from wasi to wasm (#440)
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@ -1,11 +1,31 @@
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declare module 'external:emscripten/bullet/bullet.asm.js' {
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declare module 'external:emscripten/bullet/bullet.release.asm.js' {
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function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance;
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export default Bullet;
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export default factory;
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}
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}
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declare module 'external:emscripten/bullet/bullet.release.wasm.js' {
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export default Bullet;
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}
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// tslint:disable
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declare function Bullet (moduleOptions?: any): Promise<void>;
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declare namespace Bullet {
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declare namespace Bullet {
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type ptr = number;
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type ptr = number;
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interface instance {
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interface instance {
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HEAP8: Int8Array;
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HEAP16: Int16Array;
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HEAP32: Int32Array;
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HEAPU8: Uint8Array;
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HEAPU16: Uint16Array;
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HEAPU32: Uint32Array;
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HEAPF32: Float32Array;
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HEAPF64: Float64Array;
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// class interface
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DebugDraw: any;
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ControllerHitReport: any;
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MotionState: any;
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_malloc(bytes: number): ptr;
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_malloc(bytes: number): ptr;
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_free(p: ptr): void;
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_free(p: ptr): void;
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_read_f32(p: ptr): void;
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_read_f32(p: ptr): void;
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@ -34,6 +54,7 @@ declare namespace Bullet {
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MotionState_getWorldTransform(p: ptr, transform: ptr): void;
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MotionState_getWorldTransform(p: ptr, transform: ptr): void;
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MotionState_setWorldTransform(p: ptr, transform: ptr): void;
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MotionState_setWorldTransform(p: ptr, transform: ptr): void;
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ccMotionState_new(id: number, initTrans: ptr): ptr;
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ccMotionState_new(id: number, initTrans: ptr): ptr;
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ccMotionState_setup(p: ptr, id: number, initTrans: ptr): void;
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int_array_size(p: ptr): number;
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int_array_size(p: ptr): number;
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int_array_at(p: ptr, index: number): number;
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int_array_at(p: ptr, index: number): number;
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@ -113,7 +134,7 @@ declare namespace Bullet {
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TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
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TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
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TriangleMesh_new(): ptr;
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TriangleMesh_new(): ptr;
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TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void;
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TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr, removeDuplicateVertices: boolean): void;
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BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
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BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
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BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr;
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BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr;
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BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
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BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
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@ -144,6 +165,7 @@ declare namespace Bullet {
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CollisionObject_isKinematicObject(p: ptr): boolean;
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CollisionObject_isKinematicObject(p: ptr): boolean;
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CollisionObject_isStaticObject(p: ptr): boolean;
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CollisionObject_isStaticObject(p: ptr): boolean;
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CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
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CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
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CollisionObject_isSleeping(p: ptr): boolean;
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CollisionObject_getWorldTransform(p: ptr): ptr;
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CollisionObject_getWorldTransform(p: ptr): ptr;
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CollisionObject_getCollisionFlags(p: ptr): number;
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CollisionObject_getCollisionFlags(p: ptr): number;
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CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
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CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
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@ -180,6 +202,8 @@ declare namespace Bullet {
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RigidBody_applyTorque(p: ptr, f: ptr): void;
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RigidBody_applyTorque(p: ptr, f: ptr): void;
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RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void;
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RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void;
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RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
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RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
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RigidBody_getWorldTransform(p: ptr, transform: ptr): void;
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Transform_getRotationAndOrigin(transform: ptr, q: ptr): ptr;
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// dynamic
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// dynamic
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