update bullet library
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@ -1,7 +1,5 @@
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declare module 'external:emscripten/bullet/bullet.asm.js' {
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// tslint:disable
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function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance;
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declare function instantiate(env: any, buffer: ArrayBuffer): Bullet.instance;
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export default factory;
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}
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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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@ -44,12 +42,12 @@ declare namespace Bullet {
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TypedConstraint_getFixedBody(): ptr;
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TypedConstraint_getFixedBody(): ptr;
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HingeConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
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HingeConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
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HingeConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
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HingeConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
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HingeConstraint_setLimit(ptr: ptr, low: number, upper: number, softness: number, biasFactor: number, relaxationFactor: number): void;
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HingeConstraint_setLimit(p: ptr, low: number, upper: number, softness: number, biasFactor: number, relaxationFactor: number): void;
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HingeConstraint_setAngularOnly(ptr: ptr, angular: number): void;
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HingeConstraint_setAngularOnly(p: ptr, angular: number): void;
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HingeConstraint_enableMotor(ptr: ptr, enable: boolean): void;
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HingeConstraint_enableMotor(p: ptr, enable: boolean): void;
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HingeConstraint_setMotorVelocity(ptr: ptr, velocity: number): void;
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HingeConstraint_setMotorVelocity(p: ptr, velocity: number): void;
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HingeConstraint_setMaxMotorImpulse(ptr: ptr, maxImpulse: number): void;
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HingeConstraint_setMaxMotorImpulse(p: ptr, maxImpulse: number): void;
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HingeConstraint_setMotorTarget(ptr: ptr, target: number, dt: number): void;
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HingeConstraint_setMotorTarget(p: ptr, target: number, dt: number): void;
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P2PConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
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P2PConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
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P2PConstraint_setPivotA(ptr0: ptr, ptr1: ptr): void;
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P2PConstraint_setPivotA(ptr0: ptr, ptr1: ptr): void;
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P2PConstraint_setPivotB(ptr0: ptr, ptr1: ptr): void;
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P2PConstraint_setPivotB(ptr0: ptr, ptr1: ptr): void;
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@ -255,13 +253,13 @@ declare namespace Bullet {
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// CharacterController
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// CharacterController
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ControllerHitReport_new(): ptr;
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ControllerHitReport_new(): ptr;
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CharacterController_getGhostObject(ptrCCT: ptr): ptr;
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CharacterController_getGhostObject(ptrCCT: ptr): ptr;
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ControllerHit_getCurrentController(ptr: ptr): ptr;
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ControllerHit_getCurrentController(p: ptr): ptr;
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ControllerHit_getHitWorldPos(ptr: ptr): ptr;
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ControllerHit_getHitWorldPos(p: ptr): ptr;
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ControllerHit_getHitWorldNormal(ptr: ptr): ptr;
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ControllerHit_getHitWorldNormal(p: ptr): ptr;
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ControllerHit_getHitMotionDir(ptr: ptr): ptr; //CCT hit Motion direction
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ControllerHit_getHitMotionDir(p: ptr): ptr; //CCT hit Motion direction
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ControllerHit_getHitMotionLength(ptr: ptr): number; //CCT hit Motion length
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ControllerHit_getHitMotionLength(p: ptr): number; //CCT hit Motion length
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ControllerShapeHit_getHitShape(ptr: ptr): ptr;
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ControllerShapeHit_getHitShape(p: ptr): ptr;
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ControllerShapeHit_getHitCollisionObject(ptr: ptr): ptr;
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ControllerShapeHit_getHitCollisionObject(p: ptr): ptr;
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CharacterController_move(ptrCCT: ptr, ptrMovement: ptr, minDist: number, deltaTime: number):number;
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CharacterController_move(ptrCCT: ptr, ptrMovement: ptr, minDist: number, deltaTime: number):number;
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CharacterController_getPosition(ptrCCT: ptr);
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CharacterController_getPosition(ptrCCT: ptr);
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CharacterController_setContactOffset(ptrCCT: ptr, v: number);
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CharacterController_setContactOffset(ptrCCT: ptr, v: number);
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