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6 Commits
Author SHA1 Message Date
bofeng-songandGitHub 99dc2d776f fix bullet can not work normaly at taobao_creative_app (#446)
(cherry picked from commit a241fcfe4ba43107bc7e58c63539ed8278148a75)
2023-12-01 08:58:25 +08:00
bofeng-songandGitHub 9e1281fa61 fix spine can not show normally due to pointer release (#444)
* fix spine can not show normally due to pointer release

* update
2023-11-23 10:42:38 +08:00
bofeng-songandGitHub bde573b1ea fix skeleton's setTrackXXXListener doesn't work on web platform (#443) 2023-11-16 17:33:58 +08:00
bofeng-songandGitHub e9ee62a289 update spine's wasm and asm.js (#442)
* update spine's wasm and asm.js
2023-11-09 10:11:41 +08:00
Zeqiang LiandGitHub 6dff886dc2 V3.8.2 wgpu (#441) 2023-10-20 14:12:41 +08:00
Ling ZhanandGitHub 3dd0bf90b3 change bullet from wasi to wasm (#440) 2023-10-13 14:44:57 +08:00
15 changed files with 127349 additions and 51 deletions
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@@ -1,11 +1,31 @@
declare module 'external:emscripten/bullet/bullet.asm.js' {
function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance;
export default factory;
declare module 'external:emscripten/bullet/bullet.release.asm.js' {
export default Bullet;
}
declare module 'external:emscripten/bullet/bullet.release.wasm.js' {
export default Bullet;
}
// tslint:disable
declare function Bullet (moduleOptions?: any): Promise<void>;
declare namespace Bullet {
type ptr = number;
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;
_free(p: ptr): void;
_read_f32(p: ptr): void;
@@ -34,6 +54,7 @@ declare namespace Bullet {
MotionState_getWorldTransform(p: ptr, transform: ptr): void;
MotionState_setWorldTransform(p: ptr, transform: ptr): void;
ccMotionState_new(id: number, initTrans: ptr): ptr;
ccMotionState_setup(p: ptr, id: number, initTrans: ptr): void;
int_array_size(p: ptr): 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;
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_getOptimizedBvh(p: ptr): ptr;
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_isStaticObject(p: ptr): boolean;
CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
CollisionObject_isSleeping(p: ptr): boolean;
CollisionObject_getWorldTransform(p: ptr): ptr;
CollisionObject_getCollisionFlags(p: ptr): number;
CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
@@ -180,6 +202,8 @@ declare namespace Bullet {
RigidBody_applyTorque(p: ptr, f: ptr): void;
RigidBody_applyForce(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
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