fix: 修复Rust文档测试和添加rapier2d WASM绑定

This commit is contained in:
yhh
2025-12-03 17:27:54 +08:00
parent b58e75d9a4
commit 373bdd5d2b
12 changed files with 7903 additions and 0 deletions

View File

@@ -12,6 +12,7 @@ use bytemuck::{Pod, Zeroable};
/// ///
/// # Examples | 示例 /// # Examples | 示例
/// ```rust /// ```rust
/// use es_engine::math::Color;
/// let red = Color::RED; /// let red = Color::RED;
/// let custom = Color::new(0.5, 0.7, 0.3, 1.0); /// let custom = Color::new(0.5, 0.7, 0.3, 1.0);
/// let packed = custom.to_packed(); // For GPU /// let packed = custom.to_packed(); // For GPU

View File

@@ -8,6 +8,7 @@ use super::Vec2;
/// ///
/// # Examples | 示例 /// # Examples | 示例
/// ```rust /// ```rust
/// use es_engine::math::{Rect, Vec2};
/// let rect = Rect::new(10.0, 20.0, 100.0, 50.0); /// let rect = Rect::new(10.0, 20.0, 100.0, 50.0);
/// let point = Vec2::new(50.0, 40.0); /// let point = Vec2::new(50.0, 40.0);
/// assert!(rect.contains_point(point)); /// assert!(rect.contains_point(point));

View File

@@ -9,6 +9,7 @@ use glam::Mat3;
/// ///
/// # Examples | 示例 /// # Examples | 示例
/// ```rust /// ```rust
/// use es_engine::math::{Transform2D, Vec2};
/// let mut transform = Transform2D::new(); /// let mut transform = Transform2D::new();
/// transform.position = Vec2::new(100.0, 200.0); /// transform.position = Vec2::new(100.0, 200.0);
/// transform.rotation = std::f32::consts::PI / 4.0; // 45 degrees /// transform.rotation = std::f32::consts::PI / 4.0; // 45 degrees

View File

@@ -8,6 +8,7 @@ use bytemuck::{Pod, Zeroable};
/// ///
/// # Examples | 示例 /// # Examples | 示例
/// ```rust /// ```rust
/// use es_engine::math::Vec2;
/// let pos = Vec2::new(100.0, 200.0); /// let pos = Vec2::new(100.0, 200.0);
/// let velocity = Vec2::new(1.0, 0.0); /// let velocity = Vec2::new(1.0, 0.0);
/// let new_pos = pos + velocity * 16.0; /// let new_pos = pos + velocity * 16.0;

1
packages/rapier2d/pkg/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
*

View File

@@ -0,0 +1,201 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2020 Dimforge EURL
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View File

@@ -0,0 +1,70 @@
<p align="center">
<img src="https://www.rapier.rs/img/rapier_logo_color_textpath_dark.svg" alt="crates.io">
</p>
<p align="center">
<a href="https://discord.gg/vt9DJSW">
<img src="https://img.shields.io/discord/507548572338880513.svg?logo=discord&colorB=7289DA">
</a>
<a href="https://github.com/dimforge/rapier.js/actions">
<img src="https://github.com/dimforge/rapier.js/workflows/main/badge.svg" alt="Build status">
</a>
<a href="https://crates.io/crates/rapier2d">
<img src="https://img.shields.io/crates/v/rapier2d.svg?style=flat-square" alt="crates.io">
</a>
<a href="https://www.npmjs.com/package/@dimforge/rapier2d">
<img src="https://badge.fury.io/js/%40dimforge%2Frapier2d.svg" alt="npm version">
</a>
<a href="https://opensource.org/licenses/Apache-2.0">
<img src="https://img.shields.io/badge/License-Apache%202.0-blue.svg">
</a>
</p>
<p align = "center">
<strong>
<a href="https://rapier.rs">Website</a> | <a href="https://rapier.rs/docs/">Documentation</a>
</strong>
</p>
---
<p align = "center">
<b>2D physics engine</b>
<i>for the JavaScript programming language (official bindings).</i>
</p>
---
## Feature selection
Multiple NPM packages exist for Rapier, depending on your needs:
- [`@dimforge/rapier2d`](https://www.npmjs.com/package/@dimforge/rapier2d) or
[`@dimforge/rapier3d`](https://www.npmjs.com/package/@dimforge/rapier3d):
The main build of the Rapier physics engine for 2D or 3D physics simulation. This should have wide browser
support while offering great performances. This does **not** guarantee cross-platform determinism of the physics
simulation (but it is still locally deterministic, on the same machine).
- [`@dimforge/rapier2d-simd`](https://www.npmjs.com/package/@dimforge/rapier2d-simd) or
[`@dimforge/rapier3d-simd`](https://www.npmjs.com/package/@dimforge/rapier3d-simd):
A build with internal SIMD optimizations enabled. More limited browser support (requires support for [simd128](https://caniuse.com/?search=simd)).
- [`@dimforge/rapier2d-deterministic`](https://www.npmjs.com/package/@dimforge/rapier2d-deterministic) or
[`@dimforge/rapier3d-deterministic`](https://www.npmjs.com/package/@dimforge/rapier3d-deterministic):
A less optimized build but with a guarantee of a cross-platform deterministic execution of the physics simulation.
## Bundler support
Some bundlers will struggle with the `.wasm` file package into the builds above. Alternative `-compat` versions exist
which embed the `.wasm` file into the `.js` sources encoded with base64. This results in a bigger package size, but
much wider bundler support.
Just append `-compat` to the build you are interested in:
[`rapier2d-compat`](https://www.npmjs.com/package/@dimforge/rapier2d-compat),
[`rapier2d-simd-compat`](https://www.npmjs.com/package/@dimforge/rapier2d-simd-compat),
[`rapier2d-deterministic-compat`](https://www.npmjs.com/package/@dimforge/rapier2d-deterministic-compat),
[`rapier3d-compat`](https://www.npmjs.com/package/@dimforge/rapier3d-compat),
[`rapier3d-simd-compat`](https://www.npmjs.com/package/@dimforge/rapier3d-simd-compat),
[`rapier3d-deterministic-compat`](https://www.npmjs.com/package/@dimforge/rapier3d-deterministic-compat).
## Nightly builds
Each time a new Pull Request is merged to the `main` branch of the [`rapier.js` repository](https://github.com/dimforge/rapier.js),
an automatic _canary_ build is triggered. Builds published to npmjs under the _canary_ tag does not come with any
stability guarantee and does not follow semver versioning. But it can be a useful solution to try out the latest
features until a proper release is cut.

View File

@@ -0,0 +1,32 @@
{
"name": "dimforge_rapier2d-deterministic",
"type": "module",
"collaborators": [
"Sébastien Crozet <developer@crozet.re>"
],
"description": "2-dimensional physics engine in Rust - official JS bindings.",
"version": "0.19.3",
"license": "Apache-2.0",
"repository": {
"type": "git",
"url": "https://github.com/dimforge/rapier.js"
},
"files": [
"rapier_wasm2d_bg.wasm",
"rapier_wasm2d.js",
"rapier_wasm2d.d.ts"
],
"main": "rapier_wasm2d.js",
"homepage": "https://rapier.rs",
"types": "rapier_wasm2d.d.ts",
"sideEffects": [
"./snippets/*"
],
"keywords": [
"physics",
"dynamics",
"rigid",
"real-time",
"joints"
]
}

1666
packages/rapier2d/pkg/rapier_wasm2d.d.ts vendored Normal file

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

Binary file not shown.

View File

@@ -0,0 +1,468 @@
/* tslint:disable */
/* eslint-disable */
export const memory: WebAssembly.Memory;
export const __wbg_rawbroadphase_free: (a: number, b: number) => void;
export const __wbg_rawccdsolver_free: (a: number, b: number) => void;
export const __wbg_rawcharactercollision_free: (a: number, b: number) => void;
export const __wbg_rawcolliderset_free: (a: number, b: number) => void;
export const __wbg_rawcollidershapecasthit_free: (a: number, b: number) => void;
export const __wbg_rawcontactforceevent_free: (a: number, b: number) => void;
export const __wbg_rawcontactmanifold_free: (a: number, b: number) => void;
export const __wbg_rawdebugrenderpipeline_free: (a: number, b: number) => void;
export const __wbg_rawdeserializedworld_free: (a: number, b: number) => void;
export const __wbg_raweventqueue_free: (a: number, b: number) => void;
export const __wbg_rawgenericjoint_free: (a: number, b: number) => void;
export const __wbg_rawimpulsejointset_free: (a: number, b: number) => void;
export const __wbg_rawintegrationparameters_free: (a: number, b: number) => void;
export const __wbg_rawislandmanager_free: (a: number, b: number) => void;
export const __wbg_rawkinematiccharactercontroller_free: (a: number, b: number) => void;
export const __wbg_rawmultibodyjointset_free: (a: number, b: number) => void;
export const __wbg_rawnarrowphase_free: (a: number, b: number) => void;
export const __wbg_rawphysicspipeline_free: (a: number, b: number) => void;
export const __wbg_rawpidcontroller_free: (a: number, b: number) => void;
export const __wbg_rawpointcolliderprojection_free: (a: number, b: number) => void;
export const __wbg_rawpointprojection_free: (a: number, b: number) => void;
export const __wbg_rawrayintersection_free: (a: number, b: number) => void;
export const __wbg_rawrigidbodyset_free: (a: number, b: number) => void;
export const __wbg_rawrotation_free: (a: number, b: number) => void;
export const __wbg_rawshape_free: (a: number, b: number) => void;
export const __wbg_rawshapecontact_free: (a: number, b: number) => void;
export const __wbg_rawvector_free: (a: number, b: number) => void;
export const rawbroadphase_castRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => number;
export const rawbroadphase_castRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => number;
export const rawbroadphase_castShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number) => number;
export const rawbroadphase_collidersWithAabbIntersectingAabb: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
export const rawbroadphase_intersectionWithShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => void;
export const rawbroadphase_intersectionsWithPoint: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
export const rawbroadphase_intersectionsWithRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number) => void;
export const rawbroadphase_intersectionsWithShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => void;
export const rawbroadphase_new: () => number;
export const rawbroadphase_projectPoint: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => number;
export const rawbroadphase_projectPointAndGetFeature: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number) => number;
export const rawcharactercollision_handle: (a: number) => number;
export const rawcharactercollision_new: () => number;
export const rawcharactercollision_toi: (a: number) => number;
export const rawcharactercollision_translationDeltaApplied: (a: number) => number;
export const rawcharactercollision_translationDeltaRemaining: (a: number) => number;
export const rawcharactercollision_worldNormal1: (a: number) => number;
export const rawcharactercollision_worldNormal2: (a: number) => number;
export const rawcharactercollision_worldWitness1: (a: number) => number;
export const rawcharactercollision_worldWitness2: (a: number) => number;
export const rawcolliderset_coActiveCollisionTypes: (a: number, b: number) => number;
export const rawcolliderset_coActiveEvents: (a: number, b: number) => number;
export const rawcolliderset_coActiveHooks: (a: number, b: number) => number;
export const rawcolliderset_coCastCollider: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
export const rawcolliderset_coCastRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawcolliderset_coCastRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawcolliderset_coCastShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number;
export const rawcolliderset_coCollisionGroups: (a: number, b: number) => number;
export const rawcolliderset_coCombineVoxelStates: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawcolliderset_coContactCollider: (a: number, b: number, c: number, d: number) => number;
export const rawcolliderset_coContactForceEventThreshold: (a: number, b: number) => number;
export const rawcolliderset_coContactShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawcolliderset_coContactSkin: (a: number, b: number) => number;
export const rawcolliderset_coContainsPoint: (a: number, b: number, c: number) => number;
export const rawcolliderset_coDensity: (a: number, b: number) => number;
export const rawcolliderset_coFriction: (a: number, b: number) => number;
export const rawcolliderset_coFrictionCombineRule: (a: number, b: number) => number;
export const rawcolliderset_coHalfExtents: (a: number, b: number) => number;
export const rawcolliderset_coHalfHeight: (a: number, b: number) => number;
export const rawcolliderset_coHalfspaceNormal: (a: number, b: number) => number;
export const rawcolliderset_coHeightfieldHeights: (a: number, b: number, c: number) => void;
export const rawcolliderset_coHeightfieldScale: (a: number, b: number) => number;
export const rawcolliderset_coIndices: (a: number, b: number, c: number) => void;
export const rawcolliderset_coIntersectsRay: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawcolliderset_coIntersectsShape: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawcolliderset_coIsEnabled: (a: number, b: number) => number;
export const rawcolliderset_coIsSensor: (a: number, b: number) => number;
export const rawcolliderset_coMass: (a: number, b: number) => number;
export const rawcolliderset_coParent: (a: number, b: number, c: number) => void;
export const rawcolliderset_coProjectPoint: (a: number, b: number, c: number, d: number) => number;
export const rawcolliderset_coPropagateVoxelChange: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
export const rawcolliderset_coRadius: (a: number, b: number) => number;
export const rawcolliderset_coRestitution: (a: number, b: number) => number;
export const rawcolliderset_coRestitutionCombineRule: (a: number, b: number) => number;
export const rawcolliderset_coRotation: (a: number, b: number) => number;
export const rawcolliderset_coRotationWrtParent: (a: number, b: number) => number;
export const rawcolliderset_coRoundRadius: (a: number, b: number) => number;
export const rawcolliderset_coSetActiveCollisionTypes: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetActiveEvents: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetActiveHooks: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetCollisionGroups: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetContactForceEventThreshold: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetContactSkin: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetDensity: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetEnabled: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetFriction: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetFrictionCombineRule: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetHalfExtents: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetHalfHeight: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetMass: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetMassProperties: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawcolliderset_coSetRadius: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetRestitution: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetRestitutionCombineRule: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetRotation: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetRotationWrtParent: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetRoundRadius: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetSensor: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetShape: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetSolverGroups: (a: number, b: number, c: number) => void;
export const rawcolliderset_coSetTranslation: (a: number, b: number, c: number, d: number) => void;
export const rawcolliderset_coSetTranslationWrtParent: (a: number, b: number, c: number, d: number) => void;
export const rawcolliderset_coSetVoxel: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawcolliderset_coShapeType: (a: number, b: number) => number;
export const rawcolliderset_coSolverGroups: (a: number, b: number) => number;
export const rawcolliderset_coTranslation: (a: number, b: number) => number;
export const rawcolliderset_coTranslationWrtParent: (a: number, b: number) => number;
export const rawcolliderset_coTriMeshFlags: (a: number, b: number) => number;
export const rawcolliderset_coVertices: (a: number, b: number, c: number) => void;
export const rawcolliderset_coVolume: (a: number, b: number) => number;
export const rawcolliderset_coVoxelData: (a: number, b: number, c: number) => void;
export const rawcolliderset_coVoxelSize: (a: number, b: number) => number;
export const rawcolliderset_contains: (a: number, b: number) => number;
export const rawcolliderset_createCollider: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number) => void;
export const rawcolliderset_forEachColliderHandle: (a: number, b: number) => void;
export const rawcolliderset_len: (a: number) => number;
export const rawcolliderset_new: () => number;
export const rawcolliderset_remove: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawcollidershapecasthit_colliderHandle: (a: number) => number;
export const rawcollidershapecasthit_normal1: (a: number) => number;
export const rawcollidershapecasthit_normal2: (a: number) => number;
export const rawcollidershapecasthit_time_of_impact: (a: number) => number;
export const rawcollidershapecasthit_witness1: (a: number) => number;
export const rawcollidershapecasthit_witness2: (a: number) => number;
export const rawcontactforceevent_collider2: (a: number) => number;
export const rawcontactforceevent_max_force_magnitude: (a: number) => number;
export const rawcontactforceevent_total_force: (a: number) => number;
export const rawcontactforceevent_total_force_magnitude: (a: number) => number;
export const rawcontactmanifold_contact_dist: (a: number, b: number) => number;
export const rawcontactmanifold_contact_fid1: (a: number, b: number) => number;
export const rawcontactmanifold_contact_fid2: (a: number, b: number) => number;
export const rawcontactmanifold_contact_impulse: (a: number, b: number) => number;
export const rawcontactmanifold_contact_local_p1: (a: number, b: number) => number;
export const rawcontactmanifold_contact_local_p2: (a: number, b: number) => number;
export const rawcontactmanifold_contact_tangent_impulse: (a: number, b: number) => number;
export const rawcontactmanifold_local_n1: (a: number) => number;
export const rawcontactmanifold_local_n2: (a: number) => number;
export const rawcontactmanifold_normal: (a: number) => number;
export const rawcontactmanifold_num_contacts: (a: number) => number;
export const rawcontactmanifold_num_solver_contacts: (a: number) => number;
export const rawcontactmanifold_solver_contact_dist: (a: number, b: number) => number;
export const rawcontactmanifold_solver_contact_friction: (a: number, b: number) => number;
export const rawcontactmanifold_solver_contact_point: (a: number, b: number) => number;
export const rawcontactmanifold_solver_contact_restitution: (a: number, b: number) => number;
export const rawcontactmanifold_solver_contact_tangent_velocity: (a: number, b: number) => number;
export const rawcontactmanifold_subshape1: (a: number) => number;
export const rawcontactmanifold_subshape2: (a: number) => number;
export const rawcontactpair_collider1: (a: number) => number;
export const rawcontactpair_collider2: (a: number) => number;
export const rawcontactpair_contactManifold: (a: number, b: number) => number;
export const rawcontactpair_numContactManifolds: (a: number) => number;
export const rawdebugrenderpipeline_colors: (a: number) => number;
export const rawdebugrenderpipeline_new: () => number;
export const rawdebugrenderpipeline_render: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
export const rawdebugrenderpipeline_vertices: (a: number) => number;
export const rawdeserializedworld_takeBodies: (a: number) => number;
export const rawdeserializedworld_takeBroadPhase: (a: number) => number;
export const rawdeserializedworld_takeColliders: (a: number) => number;
export const rawdeserializedworld_takeGravity: (a: number) => number;
export const rawdeserializedworld_takeImpulseJoints: (a: number) => number;
export const rawdeserializedworld_takeIntegrationParameters: (a: number) => number;
export const rawdeserializedworld_takeIslandManager: (a: number) => number;
export const rawdeserializedworld_takeMultibodyJoints: (a: number) => number;
export const rawdeserializedworld_takeNarrowPhase: (a: number) => number;
export const raweventqueue_clear: (a: number) => void;
export const raweventqueue_drainCollisionEvents: (a: number, b: number) => void;
export const raweventqueue_drainContactForceEvents: (a: number, b: number) => void;
export const raweventqueue_new: (a: number) => number;
export const rawgenericjoint_fixed: (a: number, b: number, c: number, d: number) => number;
export const rawgenericjoint_prismatic: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawgenericjoint_revolute: (a: number, b: number) => number;
export const rawgenericjoint_rope: (a: number, b: number, c: number) => number;
export const rawgenericjoint_spring: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawimpulsejointset_contains: (a: number, b: number) => number;
export const rawimpulsejointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawimpulsejointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void;
export const rawimpulsejointset_forEachJointHandle: (a: number, b: number) => void;
export const rawimpulsejointset_jointAnchor1: (a: number, b: number) => number;
export const rawimpulsejointset_jointAnchor2: (a: number, b: number) => number;
export const rawimpulsejointset_jointBodyHandle1: (a: number, b: number) => number;
export const rawimpulsejointset_jointBodyHandle2: (a: number, b: number) => number;
export const rawimpulsejointset_jointConfigureMotor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
export const rawimpulsejointset_jointConfigureMotorModel: (a: number, b: number, c: number, d: number) => void;
export const rawimpulsejointset_jointConfigureMotorPosition: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
export const rawimpulsejointset_jointConfigureMotorVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawimpulsejointset_jointContactsEnabled: (a: number, b: number) => number;
export const rawimpulsejointset_jointFrameX1: (a: number, b: number) => number;
export const rawimpulsejointset_jointFrameX2: (a: number, b: number) => number;
export const rawimpulsejointset_jointLimitsEnabled: (a: number, b: number, c: number) => number;
export const rawimpulsejointset_jointLimitsMax: (a: number, b: number, c: number) => number;
export const rawimpulsejointset_jointLimitsMin: (a: number, b: number, c: number) => number;
export const rawimpulsejointset_jointSetAnchor1: (a: number, b: number, c: number) => void;
export const rawimpulsejointset_jointSetAnchor2: (a: number, b: number, c: number) => void;
export const rawimpulsejointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void;
export const rawimpulsejointset_jointSetLimits: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawimpulsejointset_jointType: (a: number, b: number) => number;
export const rawimpulsejointset_len: (a: number) => number;
export const rawimpulsejointset_new: () => number;
export const rawimpulsejointset_remove: (a: number, b: number, c: number) => void;
export const rawintegrationparameters_contact_erp: (a: number) => number;
export const rawintegrationparameters_dt: (a: number) => number;
export const rawintegrationparameters_lengthUnit: (a: number) => number;
export const rawintegrationparameters_maxCcdSubsteps: (a: number) => number;
export const rawintegrationparameters_minIslandSize: (a: number) => number;
export const rawintegrationparameters_new: () => number;
export const rawintegrationparameters_numInternalPgsIterations: (a: number) => number;
export const rawintegrationparameters_numSolverIterations: (a: number) => number;
export const rawintegrationparameters_set_contact_natural_frequency: (a: number, b: number) => void;
export const rawintegrationparameters_set_dt: (a: number, b: number) => void;
export const rawintegrationparameters_set_lengthUnit: (a: number, b: number) => void;
export const rawintegrationparameters_set_maxCcdSubsteps: (a: number, b: number) => void;
export const rawintegrationparameters_set_minIslandSize: (a: number, b: number) => void;
export const rawintegrationparameters_set_normalizedAllowedLinearError: (a: number, b: number) => void;
export const rawintegrationparameters_set_normalizedPredictionDistance: (a: number, b: number) => void;
export const rawintegrationparameters_set_numInternalPgsIterations: (a: number, b: number) => void;
export const rawintegrationparameters_set_numSolverIterations: (a: number, b: number) => void;
export const rawislandmanager_forEachActiveRigidBodyHandle: (a: number, b: number) => void;
export const rawislandmanager_new: () => number;
export const rawkinematiccharactercontroller_autostepEnabled: (a: number) => number;
export const rawkinematiccharactercontroller_autostepIncludesDynamicBodies: (a: number) => number;
export const rawkinematiccharactercontroller_autostepMaxHeight: (a: number) => number;
export const rawkinematiccharactercontroller_autostepMinWidth: (a: number) => number;
export const rawkinematiccharactercontroller_computeColliderMovement: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number) => void;
export const rawkinematiccharactercontroller_computedCollision: (a: number, b: number, c: number) => number;
export const rawkinematiccharactercontroller_computedGrounded: (a: number) => number;
export const rawkinematiccharactercontroller_computedMovement: (a: number) => number;
export const rawkinematiccharactercontroller_disableAutostep: (a: number) => void;
export const rawkinematiccharactercontroller_disableSnapToGround: (a: number) => void;
export const rawkinematiccharactercontroller_enableAutostep: (a: number, b: number, c: number, d: number) => void;
export const rawkinematiccharactercontroller_enableSnapToGround: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_maxSlopeClimbAngle: (a: number) => number;
export const rawkinematiccharactercontroller_minSlopeSlideAngle: (a: number) => number;
export const rawkinematiccharactercontroller_new: (a: number) => number;
export const rawkinematiccharactercontroller_normalNudgeFactor: (a: number) => number;
export const rawkinematiccharactercontroller_numComputedCollisions: (a: number) => number;
export const rawkinematiccharactercontroller_offset: (a: number) => number;
export const rawkinematiccharactercontroller_setMaxSlopeClimbAngle: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_setMinSlopeSlideAngle: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_setNormalNudgeFactor: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_setOffset: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_setSlideEnabled: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_setUp: (a: number, b: number) => void;
export const rawkinematiccharactercontroller_slideEnabled: (a: number) => number;
export const rawkinematiccharactercontroller_snapToGroundDistance: (a: number) => number;
export const rawkinematiccharactercontroller_snapToGroundEnabled: (a: number) => number;
export const rawmultibodyjointset_contains: (a: number, b: number) => number;
export const rawmultibodyjointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawmultibodyjointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void;
export const rawmultibodyjointset_forEachJointHandle: (a: number, b: number) => void;
export const rawmultibodyjointset_jointAnchor1: (a: number, b: number) => number;
export const rawmultibodyjointset_jointAnchor2: (a: number, b: number) => number;
export const rawmultibodyjointset_jointContactsEnabled: (a: number, b: number) => number;
export const rawmultibodyjointset_jointFrameX1: (a: number, b: number) => number;
export const rawmultibodyjointset_jointFrameX2: (a: number, b: number) => number;
export const rawmultibodyjointset_jointLimitsEnabled: (a: number, b: number, c: number) => number;
export const rawmultibodyjointset_jointLimitsMax: (a: number, b: number, c: number) => number;
export const rawmultibodyjointset_jointLimitsMin: (a: number, b: number, c: number) => number;
export const rawmultibodyjointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void;
export const rawmultibodyjointset_jointType: (a: number, b: number) => number;
export const rawmultibodyjointset_new: () => number;
export const rawmultibodyjointset_remove: (a: number, b: number, c: number) => void;
export const rawnarrowphase_contact_pair: (a: number, b: number, c: number) => number;
export const rawnarrowphase_contact_pairs_with: (a: number, b: number, c: number) => void;
export const rawnarrowphase_intersection_pair: (a: number, b: number, c: number) => number;
export const rawnarrowphase_intersection_pairs_with: (a: number, b: number, c: number) => void;
export const rawnarrowphase_new: () => number;
export const rawphysicspipeline_is_profiler_enabled: (a: number) => number;
export const rawphysicspipeline_new: () => number;
export const rawphysicspipeline_set_profiler_enabled: (a: number, b: number) => void;
export const rawphysicspipeline_step: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => void;
export const rawphysicspipeline_stepWithEvents: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => void;
export const rawphysicspipeline_timing_broad_phase: (a: number) => number;
export const rawphysicspipeline_timing_ccd: (a: number) => number;
export const rawphysicspipeline_timing_ccd_broad_phase: (a: number) => number;
export const rawphysicspipeline_timing_ccd_narrow_phase: (a: number) => number;
export const rawphysicspipeline_timing_ccd_solver: (a: number) => number;
export const rawphysicspipeline_timing_ccd_toi_computation: (a: number) => number;
export const rawphysicspipeline_timing_collision_detection: (a: number) => number;
export const rawphysicspipeline_timing_island_construction: (a: number) => number;
export const rawphysicspipeline_timing_narrow_phase: (a: number) => number;
export const rawphysicspipeline_timing_solver: (a: number) => number;
export const rawphysicspipeline_timing_step: (a: number) => number;
export const rawphysicspipeline_timing_user_changes: (a: number) => number;
export const rawphysicspipeline_timing_velocity_assembly: (a: number) => number;
export const rawphysicspipeline_timing_velocity_resolution: (a: number) => number;
export const rawphysicspipeline_timing_velocity_update: (a: number) => number;
export const rawphysicspipeline_timing_velocity_writeback: (a: number) => number;
export const rawpidcontroller_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawpidcontroller_apply_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
export const rawpidcontroller_apply_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
export const rawpidcontroller_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawpidcontroller_new: (a: number, b: number, c: number, d: number) => number;
export const rawpidcontroller_reset_integrals: (a: number) => void;
export const rawpidcontroller_set_axes_mask: (a: number, b: number) => void;
export const rawpidcontroller_set_kd: (a: number, b: number, c: number) => void;
export const rawpidcontroller_set_ki: (a: number, b: number, c: number) => void;
export const rawpidcontroller_set_kp: (a: number, b: number, c: number) => void;
export const rawpointcolliderprojection_colliderHandle: (a: number) => number;
export const rawpointcolliderprojection_featureId: (a: number) => number;
export const rawpointcolliderprojection_featureType: (a: number) => number;
export const rawpointcolliderprojection_isInside: (a: number) => number;
export const rawpointcolliderprojection_point: (a: number) => number;
export const rawpointprojection_isInside: (a: number) => number;
export const rawpointprojection_point: (a: number) => number;
export const rawrigidbodyset_contains: (a: number, b: number) => number;
export const rawrigidbodyset_createRigidBody: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number) => number;
export const rawrigidbodyset_forEachRigidBodyHandle: (a: number, b: number) => void;
export const rawrigidbodyset_len: (a: number) => number;
export const rawrigidbodyset_new: () => number;
export const rawrigidbodyset_propagateModifiedBodyPositionsToColliders: (a: number, b: number) => void;
export const rawrigidbodyset_rbAddForce: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbAddForceAtPoint: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawrigidbodyset_rbAddTorque: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbAdditionalSolverIterations: (a: number, b: number) => number;
export const rawrigidbodyset_rbAngularDamping: (a: number, b: number) => number;
export const rawrigidbodyset_rbAngvel: (a: number, b: number) => number;
export const rawrigidbodyset_rbApplyImpulse: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbApplyImpulseAtPoint: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawrigidbodyset_rbApplyTorqueImpulse: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbBodyType: (a: number, b: number) => number;
export const rawrigidbodyset_rbCollider: (a: number, b: number, c: number) => number;
export const rawrigidbodyset_rbDominanceGroup: (a: number, b: number) => number;
export const rawrigidbodyset_rbEffectiveAngularInertia: (a: number, b: number) => number;
export const rawrigidbodyset_rbEffectiveInvMass: (a: number, b: number) => number;
export const rawrigidbodyset_rbEffectiveWorldInvInertia: (a: number, b: number) => number;
export const rawrigidbodyset_rbEnableCcd: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbGravityScale: (a: number, b: number) => number;
export const rawrigidbodyset_rbInvMass: (a: number, b: number) => number;
export const rawrigidbodyset_rbInvPrincipalInertia: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsCcdEnabled: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsDynamic: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsEnabled: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsFixed: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsKinematic: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsMoving: (a: number, b: number) => number;
export const rawrigidbodyset_rbIsSleeping: (a: number, b: number) => number;
export const rawrigidbodyset_rbLinearDamping: (a: number, b: number) => number;
export const rawrigidbodyset_rbLinvel: (a: number, b: number) => number;
export const rawrigidbodyset_rbLocalCom: (a: number, b: number) => number;
export const rawrigidbodyset_rbLockRotations: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbLockTranslations: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbMass: (a: number, b: number) => number;
export const rawrigidbodyset_rbNextRotation: (a: number, b: number) => number;
export const rawrigidbodyset_rbNextTranslation: (a: number, b: number) => number;
export const rawrigidbodyset_rbNumColliders: (a: number, b: number) => number;
export const rawrigidbodyset_rbPrincipalInertia: (a: number, b: number) => number;
export const rawrigidbodyset_rbRecomputeMassPropertiesFromColliders: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbResetForces: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbResetTorques: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbRotation: (a: number, b: number) => number;
export const rawrigidbodyset_rbSetAdditionalMass: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetAdditionalMassProperties: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
export const rawrigidbodyset_rbSetAdditionalSolverIterations: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetAngularDamping: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetAngvel: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetBodyType: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetDominanceGroup: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetEnabled: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetEnabledTranslations: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawrigidbodyset_rbSetGravityScale: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetLinearDamping: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetLinvel: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetNextKinematicRotation: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetNextKinematicTranslation: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetRotation: (a: number, b: number, c: number, d: number) => void;
export const rawrigidbodyset_rbSetSoftCcdPrediction: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSetTranslation: (a: number, b: number, c: number, d: number, e: number) => void;
export const rawrigidbodyset_rbSetUserData: (a: number, b: number, c: number) => void;
export const rawrigidbodyset_rbSleep: (a: number, b: number) => void;
export const rawrigidbodyset_rbSoftCcdPrediction: (a: number, b: number) => number;
export const rawrigidbodyset_rbTranslation: (a: number, b: number) => number;
export const rawrigidbodyset_rbUserData: (a: number, b: number) => number;
export const rawrigidbodyset_rbUserForce: (a: number, b: number) => number;
export const rawrigidbodyset_rbUserTorque: (a: number, b: number) => number;
export const rawrigidbodyset_rbVelocityAtPoint: (a: number, b: number, c: number) => number;
export const rawrigidbodyset_rbWakeUp: (a: number, b: number) => void;
export const rawrigidbodyset_rbWorldCom: (a: number, b: number) => number;
export const rawrigidbodyset_remove: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
export const rawrotation_angle: (a: number) => number;
export const rawrotation_fromAngle: (a: number) => number;
export const rawrotation_identity: () => number;
export const rawserializationpipeline_deserializeAll: (a: number, b: number) => number;
export const rawserializationpipeline_serializeAll: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number;
export const rawshape_ball: (a: number) => number;
export const rawshape_capsule: (a: number, b: number) => number;
export const rawshape_castRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
export const rawshape_castRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
export const rawshape_castShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => number;
export const rawshape_contactShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
export const rawshape_containsPoint: (a: number, b: number, c: number, d: number) => number;
export const rawshape_convexHull: (a: number, b: number) => number;
export const rawshape_convexPolyline: (a: number, b: number) => number;
export const rawshape_cuboid: (a: number, b: number) => number;
export const rawshape_halfspace: (a: number) => number;
export const rawshape_heightfield: (a: number, b: number, c: number) => number;
export const rawshape_intersectsRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawshape_intersectsShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
export const rawshape_polyline: (a: number, b: number, c: number, d: number) => number;
export const rawshape_projectPoint: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawshape_roundConvexHull: (a: number, b: number, c: number) => number;
export const rawshape_roundConvexPolyline: (a: number, b: number, c: number) => number;
export const rawshape_roundCuboid: (a: number, b: number, c: number) => number;
export const rawshape_roundTriangle: (a: number, b: number, c: number, d: number) => number;
export const rawshape_segment: (a: number, b: number) => number;
export const rawshape_triangle: (a: number, b: number, c: number) => number;
export const rawshape_trimesh: (a: number, b: number, c: number, d: number, e: number) => number;
export const rawshape_voxels: (a: number, b: number, c: number) => number;
export const rawshape_voxelsFromPoints: (a: number, b: number, c: number) => number;
export const rawshapecasthit_witness1: (a: number) => number;
export const rawvector_new: (a: number, b: number) => number;
export const rawvector_set_y: (a: number, b: number) => void;
export const rawvector_xy: (a: number) => number;
export const rawvector_yx: (a: number) => number;
export const rawvector_zero: () => number;
export const version: (a: number) => void;
export const rawcolliderset_isHandleValid: (a: number, b: number) => number;
export const rawvector_set_x: (a: number, b: number) => void;
export const reserve_memory: (a: number) => void;
export const rawraycolliderintersection_featureId: (a: number) => number;
export const rawrayintersection_featureId: (a: number) => number;
export const rawcontactforceevent_collider1: (a: number) => number;
export const rawintegrationparameters_normalizedAllowedLinearError: (a: number) => number;
export const rawintegrationparameters_normalizedPredictionDistance: (a: number) => number;
export const rawraycolliderhit_colliderHandle: (a: number) => number;
export const rawraycolliderhit_timeOfImpact: (a: number) => number;
export const rawraycolliderintersection_colliderHandle: (a: number) => number;
export const rawraycolliderintersection_featureType: (a: number) => number;
export const rawraycolliderintersection_time_of_impact: (a: number) => number;
export const rawrayintersection_featureType: (a: number) => number;
export const rawrayintersection_time_of_impact: (a: number) => number;
export const rawrotation_im: (a: number) => number;
export const rawrotation_re: (a: number) => number;
export const rawshapecasthit_time_of_impact: (a: number) => number;
export const rawshapecontact_distance: (a: number) => number;
export const rawvector_x: (a: number) => number;
export const rawvector_y: (a: number) => number;
export const __wbg_rawcontactpair_free: (a: number, b: number) => void;
export const __wbg_rawraycolliderhit_free: (a: number, b: number) => void;
export const __wbg_rawraycolliderintersection_free: (a: number, b: number) => void;
export const __wbg_rawserializationpipeline_free: (a: number, b: number) => void;
export const __wbg_rawshapecasthit_free: (a: number, b: number) => void;
export const rawcontactforceevent_max_force_direction: (a: number) => number;
export const rawkinematiccharactercontroller_up: (a: number) => number;
export const rawraycolliderintersection_normal: (a: number) => number;
export const rawrayintersection_normal: (a: number) => number;
export const rawshapecasthit_normal1: (a: number) => number;
export const rawshapecasthit_normal2: (a: number) => number;
export const rawshapecasthit_witness2: (a: number) => number;
export const rawshapecontact_normal1: (a: number) => number;
export const rawshapecontact_normal2: (a: number) => number;
export const rawshapecontact_point1: (a: number) => number;
export const rawshapecontact_point2: (a: number) => number;
export const rawccdsolver_new: () => number;
export const rawserializationpipeline_new: () => number;
export const __wbindgen_export_0: (a: number) => void;
export const __wbindgen_add_to_stack_pointer: (a: number) => number;
export const __wbindgen_export_1: (a: number, b: number, c: number) => void;
export const __wbindgen_export_2: (a: number, b: number) => number;