add wasm .d.ts file (#347)
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declare module 'external:emscripten/bullet/bullet.asm.js' {
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function factory (env: any, wasmMemory: 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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type ptr = number;
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interface instance {
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_malloc(bytes: number): ptr;
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_free(p: ptr): void;
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_read_f32(p: ptr): void;
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_write_f32(p: ptr, v: number): void;
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_safe_delete(p: ptr, bulletType: number):void;
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Vec3_new(x: number, y: number, z: number): ptr;
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Vec3_x(p: ptr): number;
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Vec3_y(p: ptr): number;
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Vec3_z(p: ptr): number;
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Vec3_set(p: ptr, x: number, y: number, z: number): void;
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Quat_new(x: number, y: number, z: number, w: number): ptr;
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Quat_x(p: ptr): number;
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Quat_y(p: ptr): number;
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Quat_z(p: ptr): number;
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Quat_w(p: ptr): number;
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Quat_set(p: ptr, x: number, y: number, z: number, w: number): void;
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Transform_new(): ptr;
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Transform_setIdentity(p: ptr): void;
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Transform_getOrigin(p: ptr): ptr;
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Transform_setRotation(p: ptr, quate: ptr): void;
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Transform_getRotation(p: ptr, quate: 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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ccMotionState_new(id: number, initTrans: ptr): ptr;
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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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Vec3_array_at(p: ptr, index: number): ptr;
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// constraints
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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_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
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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_setPivotB(ptr0: ptr, ptr1: ptr): void;
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TypedConstraint_setMaxImpulseThreshold(ptr0: ptr, maxImpulse: number): void;
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FixedConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
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FixedConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
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// shapes
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// CollisionShape_getUserIndex(p: ptr): number;
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// CollisionShape_setUserIndex(p: ptr, i: number): void;
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CollisionShape_isCompound(p: ptr): boolean;
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CollisionShape_setLocalScaling(p: ptr, scale: ptr): void;
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CollisionShape_calculateLocalInertia(p: ptr, mass: number, localInertia: ptr): void;
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CollisionShape_getAabb(p: ptr, t: ptr, min: ptr, max: ptr): void;
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CollisionShape_getLocalBoundingSphere(p: ptr): number;
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CollisionShape_setMargin(p: ptr, margin: number): void;
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CollisionShape_setMaterial(p: ptr, mat: ptr): void;
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CollisionShape_setUserPointer(p: ptr, p0: ptr): void;
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EmptyShape_static(): ptr;
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ConvexInternalShape_getImplicitShapeDimensions(p: ptr): ptr;
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BoxShape_new(p: ptr): ptr;
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BoxShape_setUnscaledHalfExtents(p: ptr, halfExtents: ptr): void;
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SphereShape_new(radius: number): ptr;
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SphereShape_setUnscaledRadius(p: ptr, radius: number): void;
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CylinderShape_new(halfExtents: ptr): ptr;
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CylinderShape_updateProp(p: ptr, r: number, g: number, d: number): void;
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CapsuleShape_new(radius: number, height: number): ptr;
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CapsuleShape_updateProp(p: ptr, r: number, g: number, d: number): void;
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ConeShape_new(radius: number, height: number): ptr;
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ConeShape_setRadius(p: ptr, v: number): void;
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ConeShape_setHeight(p: ptr, v: number): void;
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ConeShape_setConeUpIndex(p: ptr, v: number): void;
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StaticPlaneShape_new(normal: ptr, constant: number): ptr;
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StaticPlaneShape_getPlaneNormal(p: ptr): ptr;
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StaticPlaneShape_setPlaneConstant(p: ptr, constant: number): void;
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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_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void;
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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_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
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ScaledBvhTriangleMeshShape_new(p: ptr, scaleX: number, scaleY: number, scaleZ: number): ptr;
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ConvexTriangleMeshShape_new(p: ptr): ptr;
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SimplexShape_new(): ptr;
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SimplexShape_addVertex(p: ptr, pt: ptr): void;
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ccCompoundShape_new(): ptr;
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CompoundShape_getNumChildShapes(p: ptr): number;
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CompoundShape_getChildShape(p: ptr, i: number): ptr;
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CompoundShape_addChildShape(p: ptr, local: ptr, shape: ptr): void;
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CompoundShape_removeChildShape(p: ptr, shape: ptr): void;
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CompoundShape_updateChildTransform(p: ptr, i: number, trans: ptr, shouldRecalculateLocalAabb: boolean): void;
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CompoundShape_setMaterial(p: ptr, i: number, f: number, r: number, rf: number, sf: number): void;
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// collision
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CollisionObject_new(): number;
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CollisionObject_getCollisionShape(p: ptr): ptr;
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CollisionObject_setContactProcessingThreshold(p: ptr, contactProcessingThreshold: number): void;
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CollisionObject_getActivationState(p: ptr): number;
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CollisionObject_setActivationState(p: ptr, newState: number): void;
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CollisionObject_forceActivationState(p: ptr, newState: number): void;
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CollisionObject_activate(p: ptr, forceActivation?: boolean): void;
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CollisionObject_isActive(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_isStaticOrKinematicObject(p: ptr): boolean;
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CollisionObject_getWorldTransform(p: ptr): ptr;
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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_setWorldTransform(p: ptr, transform: ptr): void;
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CollisionObject_setCollisionShape(p: ptr, shape: ptr): void;
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CollisionObject_setCcdMotionThreshold(p: ptr, ccdMotionThreshold: number): void;
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CollisionObject_setCcdSweptSphereRadius(p: ptr, radius: number): void;
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CollisionObject_getUserIndex(p: ptr): number;
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CollisionObject_setUserIndex(p: ptr, index: number): void;
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CollisionObject_getUserPointer(p: ptr): number;
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CollisionObject_setUserPointer(p: ptr, userPointer: number): void;
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CollisionObject_setMaterial(p: ptr, f: number, r: number, rf: number, sf: number): void;
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CollisionObject_setIgnoreCollisionCheck(p: ptr, p0: ptr, v: boolean): void;
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RigidBody_new(m: number, ms: number): ptr;
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RigidBody_getFlags(p: ptr): number;
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RigidBody_setFlags(p: ptr, flags: number): void;
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RigidBody_setGravity(p: ptr, g: ptr): number;
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RigidBody_setDamping(p: ptr, lin: number, ang: number): void;
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RigidBody_setMass(p: ptr, m: number);
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RigidBody_setMassProps(p: ptr, m: number, localInertia: ptr): void;
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RigidBody_setLinearFactor(p: ptr, f: ptr): number;
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RigidBody_setAngularFactor(p: ptr, f: ptr): number;
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RigidBody_getLinearVelocity(p: ptr): ptr;
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RigidBody_getAngularVelocity(p: ptr): ptr;
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RigidBody_setLinearVelocity(p: ptr, v: ptr): void;
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RigidBody_setAngularVelocity(p: ptr, v: ptr): void;
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RigidBody_clearState(p: ptr): void;
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RigidBody_clearForces(p: ptr): void;
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RigidBody_wantsSleeping(p: ptr): boolean;
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RigidBody_setSleepingThresholds(p: ptr, linear: number, angular: number): void;
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RigidBody_getLinearSleepingThreshold(p: ptr): number;
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RigidBody_getMotionState(p: ptr): ptr;
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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_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
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// dynamic
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DefaultCollisionConfiguration_static(): ptr;
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CollisionDispatcher_new(): ptr;
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Dispatcher_getNumManifolds(p: ptr): number;
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Dispatcher_getManifoldByIndexInternal(p: ptr, i: number): ptr;
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ManifoldPoint_getShape0(p: ptr): ptr;
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ManifoldPoint_getShape1(p: ptr): ptr;
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ManifoldPoint_get_m_index0(p: ptr): number;
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ManifoldPoint_get_m_index1(p: ptr): number;
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PersistentManifold_getBody0(p: ptr): ptr;
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PersistentManifold_getBody1(p: ptr): ptr;
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PersistentManifold_getNumContacts(p: ptr): number;
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PersistentManifold_getContactPoint(p: ptr, i: number): ptr;
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ManifoldPoint_get_m_localPointA(p: ptr): ptr;
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ManifoldPoint_get_m_localPointB(p: ptr): ptr;
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ManifoldPoint_get_m_positionWorldOnA(p: ptr): ptr;
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ManifoldPoint_get_m_positionWorldOnB(p: ptr): ptr;
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ManifoldPoint_get_m_normalWorldOnB(p: ptr): ptr;
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DbvtBroadphase_new(): ptr;
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SequentialImpulseConstraintSolver_new(): ptr;
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CollisionWorld_addCollisionObject(p: ptr, body: ptr, g: number, m: number): void;
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CollisionWorld_removeCollisionObject(p: ptr, body: ptr): void;
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CollisionWorld_rayTest(p: ptr, p0: ptr, p1: ptr, p2: ptr): void;
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ccDiscreteDynamicsWorld_new(dispatcher: ptr, pairCache: ptr, solver: ptr): ptr;
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ccDiscreteDynamicsWorld_setAllowSleep(p: ptr, v: boolean): void;
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DynamicsWorld_setGravity(p: ptr, g: ptr): void;
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DynamicsWorld_stepSimulation(p: ptr, timeStep: number, maxSubSteps: number, fixedTimeStep: number): ptr;
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DynamicsWorld_addRigidBody(p: ptr, body: ptr, g: number, m: number): void;
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DynamicsWorld_removeRigidBody(p: ptr, body: ptr): void;
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DynamicsWorld_addConstraint(p: ptr, p2: ptr, v: boolean): void;
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DynamicsWorld_removeConstraint(p: ptr, p2: ptr): void;
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RayCallback_hasHit(p: ptr): boolean;
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ccAllRayCallback_static(): ptr;
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ccAllRayCallback_setFlags(p: ptr, flag: number): void;
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ccAllRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
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ccAllRayCallback_getHitPointWorld(p: ptr): ptr;
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ccAllRayCallback_getHitNormalWorld(p: ptr): ptr;
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ccAllRayCallback_getCollisionShapePtrs(p: ptr): ptr;
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ccClosestRayCallback_static(): ptr;
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ccClosestRayCallback_setFlags(p: ptr, flag: number): void;
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ccClosestRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
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ccClosestRayCallback_getHitPointWorld(p: ptr): ptr;
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ccClosestRayCallback_getHitNormalWorld(p: ptr): ptr;
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ccClosestRayCallback_getCollisionShapePtr(p: ptr): ptr;
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ccMaterial_new(): ptr;
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ccMaterial_set(p: ptr, r: number, f: number, rf: number, sf: number): void;
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}
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}
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@ -0,0 +1,7 @@
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declare module 'external:emscripten/*.wasm' {
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/**
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* This is a url relative from build output chunk.
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*/
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const wasmPath: string;
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export default wasmPath;
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}
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File diff suppressed because it is too large
Load Diff
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/// <reference path="./phy.d.ts" />
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declare module 'external:emscripten/physx/physx.release.asm.js' {
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export default PhysX;
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}
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declare module 'external:emscripten/physx/physx.release.wasm.js' {
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export default PhysX;
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}
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// tslint:disable
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declare function PhysX (moduleOptions?: any): Promise<void>;
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declare namespace PhysX {
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type Constructor<T = {}> = new (...args: any[]) => T;
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type VoidPtr = number;
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const NULL: {};
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const HEAPF32: Float32Array;
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function destroy (obj: PhysX.Type): void;
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function castObject<T1, T2 extends PhysX.Type> (obj: T1, fun: Constructor<T2>): T2;
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function wrapPointer<T extends PhysX.Type> (params: number, obj: Constructor<T>): T;
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function addFunction (params: Function): number;
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function getClass (obj: PhysX.Type): void;
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function getPointer (obj: PhysX.Type): void;
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function getCache (fun: Constructor<PhysX.Type>): void;
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function _malloc (byte: number): number;
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function _free (...args: any): any;
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function compare (obj1: PhysX.Type, obj2: PhysX.Type): boolean;
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class GeometryType {
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Enum: {
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eSPHERE: number,
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ePLANE: number,
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eCAPSULE: number,
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eBOX: number,
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eCONVEXMESH: number,
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eTRIANGLEMESH: number,
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eHEIGHTFIELD: number,
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eGEOMETRY_COUNT: number, //!< internal use only!
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eINVALID: number //= -1 //!< internal use only!
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}
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}
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const PX_PHYSICS_VERSION: number
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interface AllocatorCallback { }
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class DefaultErrorCallback implements AllocatorCallback { }
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interface ErrorCallback { }
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class DefaultAllocator implements ErrorCallback { }
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class Foundation { }
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function createFoundation (a: number, b: AllocatorCallback, c: ErrorCallback): Foundation
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class Transform {
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constructor (p: number[], q: number[]);
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setPosition (t: number[]): void;
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getPosition (): number[];
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setQuaternion (t: number[]): void;
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getQuaternion (): number[];
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}
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class Base { }
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class Geometry { getType (): number }
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class BoxGeometry extends Geometry { constructor (x: number, y: number, z: number); }
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class SphereGeometry extends Geometry { constructor (r: number); }
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class Material extends Base { }
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class Shape extends Base { }
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class Actor extends Base {
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getGlobalPose (): Transform;
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}
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class RigidActor extends Actor {
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attachShape (shape: Shape): void;
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detachShape (shape: Shape, wakeOnLostTouch?: boolean | true): void;
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}
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class RigidBody extends RigidActor { }
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class RigidStatic extends RigidBody { }
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class RigidDynamic extends RigidBody { }
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class SceneDesc { }
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class Scene {
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simulate (timeStep: number): void;
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fetchResults (b: boolean): void;
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getActiveActors (len: number): Actor[];
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}
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class Physics {
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createSceneDesc (): SceneDesc;
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createScene (a: SceneDesc): Scene;
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createRigidDynamic (a: Transform): RigidDynamic;
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createRigidStatic (a: Transform): RigidStatic;
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createMaterial (staticFriction: number, dynamicFriction: number, restitution: number): Material;
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//shapeFlags = PxShapeFlag:: eVISUALIZATION | PxShapeFlag:: eSCENE_QUERY_SHAPE | PxShapeFlag:: eSIMULATION_SHAPE
|
||||||
|
createShape (geometry: Geometry, material: Material, isExclusive: boolean | false, shapeFlags: number): Shape;
|
||||||
|
}
|
||||||
|
class TolerancesScale { length: number | 1.0; speed: number | 10.0 }
|
||||||
|
class Pvd { }
|
||||||
|
function createPhysics (a?: number, b?: Foundation, c?: TolerancesScale, trackOutstandingAllocations?: boolean, e?: Pvd): Physics;
|
||||||
|
|
||||||
|
type Type = {}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,9 @@
|
||||||
|
declare module 'external:emscripten/webgpu/webgpu_wasm.js' {
|
||||||
|
function factory (gfx: any): Promise<any>;
|
||||||
|
export default factory;
|
||||||
|
}
|
||||||
|
|
||||||
|
declare module 'external:emscripten/webgpu/glslang.js' {
|
||||||
|
function factory (wasmUrl: string): Promise<any>;
|
||||||
|
export default factory;
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue