box2d wasm: opt node scale performance (#438)
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@ -273,7 +273,7 @@ declare namespace B2 {
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IsEnabled(): boolean;
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SetFixedRotation(flag: boolean): void;
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IsFixedRotation(): boolean;
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GetFixtureList(): Fixture;
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GetFixtureList(): number;
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GetJointList(): number;
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GetWorld(): World;
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Dump(): void;
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@ -513,10 +513,10 @@ declare namespace B2 {
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SetMaxMotorTorque(torque: number): void;
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GetMaxMotorTorque(): number;
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GetMotorTorque(inv_dt: number): number;
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SetFrequency(hz: number): void;
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GetFrequency(): number;
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SetDampingRatio(ratio: number): void;
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GetDampingRatio(): number;
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SetSpringFrequencyHz(hz: number): void;
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GetSpringFrequencyHz(): number;
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SetSpringDampingRatio(ratio: number): void;
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GetSpringDampingRatio(): number;
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Dump(): void;
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}
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@ -537,6 +537,7 @@ declare namespace B2 {
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function ContactSetRestitution(contactPtr: number, restitution: number): void;
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function ContactGetRestitution(contactPtr: number): number;
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function ContactResetRestitution(contactPtr: number): void;
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function ContactGetFixtureA(contactPtr: number): Vec2;
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function ContactGetFixtureA(contactPtr: number): number;
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function ContactGetFixtureB(contactPtr: number): number;
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function ContactGetWorldManifold(contactPtr: number, worldManifoldPtr: number): number;
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@ -576,4 +577,71 @@ declare namespace B2 {
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function JointEdgeGetJoint(jointEdgePtr: number): number;
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function JointEdgeGetPrev(jointEdgePtr: number): number;
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function JointEdgeGetNext(jointEdgePtr: number): number;
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//FixtureDef
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function FixtureDefNew(): number;
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function FixtureDefDelete(fixtureDefPtr: number): void;
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function FixtureDefSetAll(fixtureDefPtr: number, shapePtr: number, userData: number,
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friction: number, restitution: number, density: number, isSensor: boolean): void;
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//Fixture
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function FixtureGetType(fixturePtr: number): number;
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function FixtureGetShape(fixturePtr: number): number;
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function FixtureSetSensor(fixturePtr: number, sensor: boolean): void;
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function FixtureIsSensor(fixturePtr: number): boolean;
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function FixtureSetFilterData(fixturePtr: number, filterPtr: number): void;
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function FixtureGetFilterData(fixturePtr: number): number;
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function FixtureRefilter(fixturePtr: number): void;
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function FixtureGetBody(fixturePtr: number): number;
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function FixtureGetNext(fixturePtr: number): number;
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function FixtureTestPoint(fixturePtr: number, p: Vec2): boolean;
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// function FixtureRayCast(fixturePtr: number, outputPtr: number, inputPtr: number, childIndex: number): boolean;
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// function FixtureGetMassData(fixturePtr: number, massDataPtr: number): void;
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function FixtureSetDensity(fixturePtr: number, density: number): void;
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function FixtureGetDensity(fixturePtr: number): number;
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function FixtureGetFriction(fixturePtr: number): number;
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function FixtureSetFriction(fixturePtr: number, friction: number): void;
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function FixtureGetRestitution(fixturePtr: number): number;
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function FixtureSetRestitution(fixturePtr: number, restitution: number): void;
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function FixtureGetAABB(fixturePtr: number, childIndex: number): number;
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function FixtureDump(fixturePtr: number, bodyIndex: number): void;
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//Shape
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function ShapeGetRadius(shapePtr: number): number;
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function ShapeSetRadius(shapePtr: number, radius: number): void;
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function ShapeGetType(shapePtr: number): number;
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function ShapeGetChildCount(shapePtr: number): number;
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function ShapeTestPoint(shapePtr: number, transformPtr: number, p: Vec2): boolean;
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// function ShapeRayCast(shapePtr: number, outputPtr: number, inputPtr: number, transformPtr: number, childIndex: number): boolean;
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// function ShapeComputeAABB(shapePtr: number, aabbPtr: number, transformPtr: number, childIndex: number): void;
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// function ShapeComputeMass(shapePtr: number, massDataPtr: number, density: number): void;
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//CircleShape
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function CircleShapeNew(): number;
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function CircleShapeDelete(circleShapePtr: number): void;
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function CircleShapeSetPosition(circleShapePtr: number, positionPtr: number): void;
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function CircleShapeGetPosition(circleShapePtr: number): number;
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//PolygonShape
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function PolygonShapeNew(): number;
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function PolygonShapeDelete(polygonShapePtr: number): void;
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function PolygonShapeSet(polygonShapePtr: number, verticesPtr: number, count: number): void;
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function PolygonShapeSetAsBox(polygonShapePtr: number, hx: number, hy: number): void;
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function PolygonShapeSetAsBoxWithCenterAndAngle(polygonShapePtr: number, hx: number, hy: number, centerPtr: number, angle: number): void;
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function PolygonShapeGetVertexCount(polygonShapePtr: number): number;
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//Body
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function BodyCreateFixture(bodyPtr: number, fixtureDefPtr: number): number;
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function BodyCreateFixtureWithShape(bodyPtr: number, shapePtr: number, density: number): number;
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//Vec2Vector
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function Vec2VectorNew(): number;
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function Vec2VectorDelete(vec2VectorPtr: number): void;
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function Vec2VectorPush(vec2VectorPtr: number, vec2Ptr: number): void;
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function Vec2VectorSize(vec2VectorPtr: number): number;
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function Vec2VectorGet(vec2VectorPtr: number, index: number): number;
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function Vec2VectorGetPtr(vec2VectorPtr: number, index: number): number;
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function Vec2VectorResize(vec2VectorPtr: number, size: number): void;
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function Vec2VectorClear(vec2VectorPtr: number): void;
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}
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