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bullet.d.ts 10.51 KB
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Santy Wang 提交于 2021-11-26 12:44 . 1.0.2 (#1)
// tslint:disable
declare function instantiate(env: any, buffer: ArrayBuffer): Bullet.instance;
declare namespace Bullet {
type ptr = number;
interface instance {
_malloc(bytes: number): ptr;
_free(p: ptr): void;
_read_f32(p: ptr): void;
_write_f32(p: ptr, v: number): void;
Vec3_new(x: number, y: number, z: number): ptr;
Vec3_del(p: ptr): void;
Vec3_x(p: ptr): number;
Vec3_y(p: ptr): number;
Vec3_z(p: ptr): number;
Vec3_set(p: ptr, x: number, y: number, z: number): void;
Quat_new(x: number, y: number, z: number, w: number): ptr;
Quat_del(p: ptr): void;
Quat_x(p: ptr): number;
Quat_y(p: ptr): number;
Quat_z(p: ptr): number;
Quat_w(p: ptr): number;
Quat_set(p: ptr, x: number, y: number, z: number, w: number): void;
Transform_new(): ptr;
Transform_del(p: ptr): void;
Transform_setIdentity(p: ptr): void;
Transform_getOrigin(p: ptr): ptr;
Transform_setRotation(p: ptr, quate: ptr): void;
Transform_getRotation(p: ptr, quate: ptr): void;
MotionState_del(p: ptr): void;
MotionState_getWorldTransform(p: ptr, transform: ptr): void;
MotionState_setWorldTransform(p: ptr, transform: ptr): void;
ccMotionState_new(id: number, initTrans: ptr): ptr;
int_array_size(p: ptr): number;
int_array_at(p: ptr, index: number): number;
Vec3_array_at(p: ptr, index: number): ptr;
// constraints
TypedConstraint_del(p: ptr): void;
TypedConstraint_getFixedBody(): ptr;
HingeConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
HingeConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
P2PConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
P2PConstraint_setPivotA(ptr0: ptr, ptr1: ptr): void;
P2PConstraint_setPivotB(ptr0: ptr, ptr1: ptr): void;
// shapes
CollisionShape_del(p: ptr): void;
// CollisionShape_getUserIndex(p: ptr): number;
// CollisionShape_setUserIndex(p: ptr, i: number): void;
CollisionShape_isCompound(p: ptr): boolean;
CollisionShape_setLocalScaling(p: ptr, scale: ptr): void;
CollisionShape_calculateLocalInertia(p: ptr, mass: number, localInertia: ptr): void;
CollisionShape_getAabb(p: ptr, t: ptr, min: ptr, max: ptr): void;
CollisionShape_getLocalBoundingSphere(p: ptr): number;
CollisionShape_setMargin(p: ptr, margin: number): void;
CollisionShape_setMaterial(p: ptr, mat: ptr): void;
CollisionShape_setUserPointer(p: ptr, p0: ptr): void;
EmptyShape_static(): ptr;
ConvexInternalShape_getImplicitShapeDimensions(p: ptr): ptr;
BoxShape_new(p: ptr): ptr;
BoxShape_setUnscaledHalfExtents(p: ptr, halfExtents: ptr): void;
SphereShape_new(radius: number): ptr;
SphereShape_setUnscaledRadius(p: ptr, radius: number): void;
CylinderShape_new(halfExtents: ptr): ptr;
CylinderShape_updateProp(p: ptr, r: number, g: number, d: number): void;
CapsuleShape_new(radius: number, height: number): ptr;
CapsuleShape_updateProp(p: ptr, r: number, g: number, d: number): void;
ConeShape_new(radius: number, height: number): ptr;
ConeShape_setRadius(p: ptr, v: number): void;
ConeShape_setHeight(p: ptr, v: number): void;
ConeShape_setConeUpIndex(p: ptr, v: number): void;
StaticPlaneShape_new(normal: ptr, constant: number): ptr;
StaticPlaneShape_getPlaneNormal(p: ptr): ptr;
StaticPlaneShape_setPlaneConstant(p: ptr, constant: number): void;
TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
TriangleMesh_new(): ptr;
TriangleMesh_del(p: ptr): void;
TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void;
BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
ConvexTriangleMeshShape_new(p: ptr): ptr;
SimplexShape_new(): ptr;
SimplexShape_addVertex(p: ptr, pt: ptr): void;
ccCompoundShape_new(): ptr;
CompoundShape_getNumChildShapes(p: ptr): number;
CompoundShape_getChildShape(p: ptr, i: number): ptr;
CompoundShape_addChildShape(p: ptr, local: ptr, shape: ptr): void;
CompoundShape_removeChildShape(p: ptr, shape: ptr): void;
CompoundShape_updateChildTransform(p: ptr, i: number, trans: ptr, shouldRecalculateLocalAabb: boolean): void;
CompoundShape_setMaterial(p: ptr, i: number, f: number, r: number, rf: number, sf: number): void;
// collision
CollisionObject_new(): number;
CollisionObject_del(p: ptr): void;
CollisionObject_getCollisionShape(p: ptr): ptr;
CollisionObject_setContactProcessingThreshold(p: ptr, contactProcessingThreshold: number): void;
CollisionObject_getActivationState(p: ptr): number;
CollisionObject_setActivationState(p: ptr, newState: number): void;
CollisionObject_forceActivationState(p: ptr, newState: number): void;
CollisionObject_activate(p: ptr, forceActivation?: boolean): void;
CollisionObject_isActive(p: ptr): boolean;
CollisionObject_isKinematicObject(p: ptr): boolean;
CollisionObject_isStaticObject(p: ptr): boolean;
CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
CollisionObject_getWorldTransform(p: ptr): ptr;
CollisionObject_getCollisionFlags(p: ptr): number;
CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
CollisionObject_setWorldTransform(p: ptr, transform: ptr): void;
CollisionObject_setCollisionShape(p: ptr, shape: ptr): void;
CollisionObject_setCcdMotionThreshold(p: ptr, ccdMotionThreshold: number): void;
CollisionObject_setCcdSweptSphereRadius(p: ptr, radius: number): void;
CollisionObject_getUserIndex(p: ptr): number;
CollisionObject_setUserIndex(p: ptr, index: number): void;
CollisionObject_getUserPointer(p: ptr): number;
CollisionObject_setUserPointer(p: ptr, userPointer: number): void;
CollisionObject_setMaterial(p: ptr, f: number, r: number, rf: number, sf: number): void;
CollisionObject_setIgnoreCollisionCheck(p: ptr, p0: ptr, v: boolean): void;
RigidBody_new(m: number, ms: number): ptr;
RigidBody_getFlags(p: ptr): number;
RigidBody_setFlags(p: ptr, flags: number): void;
RigidBody_setGravity(p: ptr, g: ptr): number;
RigidBody_setDamping(p: ptr, lin: number, ang: number): void;
RigidBody_setMass(p: ptr, m: number);
RigidBody_setMassProps(p: ptr, m: number, localInertia: ptr): void;
RigidBody_setLinearFactor(p: ptr, f: ptr): number;
RigidBody_setAngularFactor(p: ptr, f: ptr): number;
RigidBody_getLinearVelocity(p: ptr): ptr;
RigidBody_getAngularVelocity(p: ptr): ptr;
RigidBody_setLinearVelocity(p: ptr, v: ptr): void;
RigidBody_setAngularVelocity(p: ptr, v: ptr): void;
RigidBody_clearState(p: ptr): void;
RigidBody_clearForces(p: ptr): void;
RigidBody_wantsSleeping(p: ptr): boolean;
RigidBody_setSleepingThresholds(p: ptr, linear: number, angular: number): void;
RigidBody_getLinearSleepingThreshold(p: ptr): number;
RigidBody_getMotionState(p: ptr): ptr;
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;
// dynamic
DefaultCollisionConfiguration_static(): ptr;
CollisionDispatcher_new(): ptr;
CollisionDispatcher_del(p: ptr): void;
Dispatcher_getNumManifolds(p: ptr): number;
Dispatcher_getManifoldByIndexInternal(p: ptr, i: number): ptr;
ManifoldPoint_getShape0(p: ptr): ptr;
ManifoldPoint_getShape1(p: ptr): ptr;
ManifoldPoint_get_m_index0(p: ptr): number;
ManifoldPoint_get_m_index1(p: ptr): number;
PersistentManifold_getBody0(p: ptr): ptr;
PersistentManifold_getBody1(p: ptr): ptr;
PersistentManifold_getNumContacts(p: ptr): number;
PersistentManifold_getContactPoint(p: ptr, i: number): ptr;
ManifoldPoint_get_m_localPointA(p: ptr): ptr;
ManifoldPoint_get_m_localPointB(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnA(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnB(p: ptr): ptr;
ManifoldPoint_get_m_normalWorldOnB(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnB(p: ptr): ptr;
DbvtBroadphase_new(): ptr;
DbvtBroadphase_del(p: ptr): void;
SequentialImpulseConstraintSolver_new(): ptr;
SequentialImpulseConstraintSolver_del(p: ptr): void;
CollisionWorld_del(p: ptr): void;
CollisionWorld_addCollisionObject(p: ptr, body: ptr, g: number, m: number): void;
CollisionWorld_removeCollisionObject(p: ptr, body: ptr): void;
CollisionWorld_rayTest(p: ptr, p0: ptr, p1: ptr, p2: ptr): void;
ccDiscreteDynamicsWorld_new(dispatcher: ptr, pairCache: ptr, solver: ptr): ptr;
ccDiscreteDynamicsWorld_setAllowSleep(p: ptr, v: boolean): void;
DynamicsWorld_setGravity(p: ptr, g: ptr): void;
DynamicsWorld_stepSimulation(p: ptr, timeStep: number, maxSubSteps: number, fixedTimeStep: number): ptr;
DynamicsWorld_addRigidBody(p: ptr, body: ptr, g: number, m: number): void;
DynamicsWorld_removeRigidBody(p: ptr, body: ptr): void;
DynamicsWorld_addConstraint(p: ptr, p2: ptr, v: boolean): void;
DynamicsWorld_removeConstraint(p: ptr, p2: ptr): void;
RayCallback_hasHit(p: ptr): boolean;
ccAllRayCallback_static(): ptr;
ccAllRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccAllRayCallback_getHitPointWorld(p: ptr): ptr;
ccAllRayCallback_getHitNormalWorld(p: ptr): ptr;
ccAllRayCallback_getCollisionShapePtrs(p: ptr): ptr;
ccClosestRayCallback_static(): ptr;
ccClosestRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccClosestRayCallback_getHitPointWorld(p: ptr): ptr;
ccClosestRayCallback_getHitNormalWorld(p: ptr): ptr;
ccClosestRayCallback_getCollisionShapePtr(p: ptr): ptr;
ccMaterial_new(): ptr;
ccMaterial_set(p: ptr, r: number, f: number, rf: number, sf: number): void;
}
}
declare module '@cocos/bullet' {
const bulletType: 'fallback' | 'wasm' | 'asmjs';
export { bulletType }
export default instantiate;
}
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mirrors_cocos-creator
bullet-release
bullet-release
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