285 lines
16 KiB
TypeScript
285 lines
16 KiB
TypeScript
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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HingeConstraint_setLimit(ptr: 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_enableMotor(ptr: ptr, enable: boolean): void;
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HingeConstraint_setMotorVelocity(ptr: ptr, velocity: number): void;
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HingeConstraint_setMaxMotorImpulse(ptr: ptr, maxImpulse: number): void;
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HingeConstraint_setMotorTarget(ptr: 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_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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Generic6DofSpring2Constraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr, rotateOrder: number): ptr;
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Generic6DofSpring2Constraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
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Generic6DofSpring2Constraint_setLimit(ptr0: ptr, index: number, lo: number, hi: number): void;
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Generic6DofSpring2Constraint_enableSpring(ptr0: ptr, index: number, onOff: boolean): void;
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Generic6DofSpring2Constraint_setStiffness(ptr0: ptr, index: number, stiffness: number): void;
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Generic6DofSpring2Constraint_setDamping(ptr0: ptr, index: number, damping: number): void;
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Generic6DofSpring2Constraint_setBounce(ptr0: ptr, index: number, bounce: number): void;
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Generic6DofSpring2Constraint_setEquilibriumPoint(ptr0: ptr, index: number, val: number): void;
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Generic6DofSpring2Constraint_enableMotor(ptr0: ptr, index: number, onOff: boolean): void;
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Generic6DofSpring2Constraint_setMaxMotorForce(ptr0: ptr, index: number, force: number): void;
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Generic6DofSpring2Constraint_setTargetVelocity(ptr0: ptr, index: number, velocity: number): void;
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Generic6DofSpring2Constraint_setServo(ptr0: ptr, index: number, onOff: boolean): number;
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Generic6DofSpring2Constraint_setServoTarget(ptr0: ptr, index: number, target: number): number;
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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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ManifoldPoint_get_m_positionWorldOnB(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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CollisionWorld_convexSweepTest(p: ptr, castShape: ptr, from: ptr, to: ptr, resultCallback: ptr, allowedCcdPenetration: 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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DynamicsWorld_addAction(p: ptr, action: ptr): void;
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DynamicsWorld_removeAction(p: ptr, action: ptr): void;
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RayCallback_hasHit(p: ptr): boolean;
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ConvexCallback_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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ccAllConvexCallback_static(): ptr;
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ccAllConvexCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
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ccAllConvexCallback_getHitPointWorld(p: ptr): ptr;
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ccAllConvexCallback_getHitNormalWorld(p: ptr): ptr;
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ccAllConvexCallback_getCollisionShapePtrs(p: ptr): ptr;
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ccClosestConvexCallback_static(): ptr;
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ccClosestConvexCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
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ccClosestConvexCallback_getHitPointWorld(p: ptr): ptr;
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ccClosestConvexCallback_getHitNormalWorld(p: ptr): ptr;
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ccClosestConvexCallback_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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// CharacterController
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ControllerHitReport_new(): ptr;
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CharacterController_getGhostObject(ptrCCT: ptr): ptr;
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ControllerHit_getCurrentController(ptr: ptr): ptr;
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ControllerHit_getHitWorldPos(ptr: ptr): ptr;
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ControllerHit_getHitWorldNormal(ptr: ptr): ptr;
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ControllerHit_getHitMotionDir(ptr: ptr): ptr; //CCT hit Motion direction
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ControllerHit_getHitMotionLength(ptr: ptr): number; //CCT hit Motion length
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ControllerShapeHit_getHitShape(ptr: ptr): ptr;
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ControllerShapeHit_getHitCollisionObject(ptr: ptr): ptr;
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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_setContactOffset(ptrCCT: ptr, v: number);
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CharacterController_setStepOffset(ptrCCT: ptr, v: number);
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CharacterController_setSlopeLimit(ptrCCT: ptr, v: number);
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CharacterController_setCollision(ptrCCT: ptr, collision: boolean);
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CharacterController_setOverlapRecovery(ptrCCT: ptr, value: boolean);
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CapsuleCharacterControllerDesc_new(maxSlopeRadians: number, stepHeight: number, contactOffset: number,
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ptrUpAxis: ptr, ptrInitPos: ptr, ptruUserControllerHitReport: ptr, radius: number, height: number): ptr;
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CapsuleCharacterController_new(collisionWorld: ptr, ptrBtCapsuleCharacterControllerDesc: ptr, userObjectPointer: ptr): ptr;
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CapsuleCharacterController_setRadius(ptrCCT: ptr, radius: number): void;
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CapsuleCharacterController_setHeight(ptrCCT: ptr, height: number): void;
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BoxCharacterControllerDesc_new(maxSlopeRadians: number, stepHeight: number, contactOffset: number,
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ptrUpAxis: ptr, ptrInitPos: ptr, ptruUserControllerHitReport: ptr, halfHeight: number, halfSideExtent: number, halfForwardExtent: number): ptr;
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BoxCharacterController_new(collisionWorld: ptr, ptrBtBoxCharacterControllerDesc: ptr, userObjectPointer: ptr): ptr;
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BoxCharacterController_setHalfHeight(ptrCCT: ptr, v: number): void;
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BoxCharacterController_setHalfSideExtent(ptrCCT: ptr, v: number): void;
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BoxCharacterController_setHalfForwardExtent(ptrCCT: ptr, v: number): void;
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}
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}
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