/* tslint:disable */ /* eslint-disable */ export function reserve_memory(extra_bytes_count: number): void; export function version(): string; export enum RawFeatureType { Vertex = 0, Face = 1, Unknown = 2, } export enum RawJointAxis { LinX = 0, LinY = 1, AngX = 2, } export enum RawJointType { Revolute = 0, Fixed = 1, Prismatic = 2, Rope = 3, Spring = 4, Generic = 5, } export enum RawMotorModel { AccelerationBased = 0, ForceBased = 1, } export enum RawRigidBodyType { Dynamic = 0, Fixed = 1, KinematicPositionBased = 2, KinematicVelocityBased = 3, } export enum RawShapeType { Ball = 0, Cuboid = 1, Capsule = 2, Segment = 3, Polyline = 4, Triangle = 5, TriMesh = 6, HeightField = 7, Compound = 8, ConvexPolygon = 9, RoundCuboid = 10, RoundTriangle = 11, RoundConvexPolygon = 12, HalfSpace = 13, Voxels = 14, } export class RawBroadPhase { free(): void; projectPoint(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawPointColliderProjection | undefined; castRayAndGetNormal(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawRayColliderIntersection | undefined; intersectionsWithRay(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void; intersectionWithShape(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): number | undefined; intersectionsWithPoint(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void; intersectionsWithShape(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void; projectPointAndGetFeature(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawPointColliderProjection | undefined; collidersWithAabbIntersectingAabb(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, aabbCenter: RawVector, aabbHalfExtents: RawVector, callback: Function): void; constructor(); castRay(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawRayColliderHit | undefined; castShape(narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shapeVel: RawVector, shape: RawShape, target_distance: number, maxToi: number, stop_at_penetration: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawColliderShapeCastHit | undefined; } export class RawCCDSolver { free(): void; constructor(); } export class RawCharacterCollision { free(): void; worldNormal1(): RawVector; worldNormal2(): RawVector; worldWitness1(): RawVector; worldWitness2(): RawVector; translationDeltaApplied(): RawVector; translationDeltaRemaining(): RawVector; constructor(); toi(): number; handle(): number; } export class RawColliderSet { free(): void; /** * Checks if a collider with the given integer handle exists. */ isHandleValid(handle: number): boolean; createCollider(enabled: boolean, shape: RawShape, translation: RawVector, rotation: RawRotation, massPropsMode: number, mass: number, centerOfMass: RawVector, principalAngularInertia: number, density: number, friction: number, restitution: number, frictionCombineRule: number, restitutionCombineRule: number, isSensor: boolean, collisionGroups: number, solverGroups: number, activeCollisionTypes: number, activeHooks: number, activeEvents: number, contactForceEventThreshold: number, contactSkin: number, hasParent: boolean, parent: number, bodies: RawRigidBodySet): number | undefined; /** * Applies the given JavaScript function to the integer handle of each collider managed by this collider set. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each collider managed by this collider set. Called as `f(handle)`. */ forEachColliderHandle(f: Function): void; len(): number; constructor(); /** * Removes a collider from this set and wake-up the rigid-body it is attached to. */ remove(handle: number, islands: RawIslandManager, bodies: RawRigidBodySet, wakeUp: boolean): void; contains(handle: number): boolean; /** * The friction coefficient of this collider. */ coFriction(handle: number): number; /** * Is this collider a sensor? */ coIsSensor(handle: number): boolean; /** * The world-space orientation of this collider. */ coRotation(handle: number): RawRotation; coSetShape(handle: number, shape: RawShape): void; coSetVoxel(handle: number, ix: number, iy: number, filled: boolean): void; /** * The vertices of this triangle mesh, polyline, convex polyhedron, segment, triangle or convex polyhedron, if it is one. */ coVertices(handle: number): Float32Array | undefined; coCastShape(handle: number, colliderVel: RawVector, shape2: RawShape, shape2Pos: RawVector, shape2Rot: RawRotation, shape2Vel: RawVector, target_distance: number, maxToi: number, stop_at_penetration: boolean): RawShapeCastHit | undefined; coIsEnabled(handle: number): boolean; /** * Set the radius of this collider if it is a ball, capsule, cylinder, or cone shape. */ coSetRadius(handle: number, newRadius: number): void; coSetSensor(handle: number, is_sensor: boolean): void; /** * The type of the shape of this collider. */ coShapeType(handle: number): RawShapeType; coVoxelData(handle: number): Int32Array | undefined; coVoxelSize(handle: number): RawVector | undefined; /** * The half height of this collider if it is a capsule, cylinder, or cone shape. */ coHalfHeight(handle: number): number | undefined; coSetDensity(handle: number, density: number): void; coSetEnabled(handle: number, enabled: boolean): void; /** * The physics hooks enabled for this collider. */ coActiveHooks(handle: number): number; coContactSkin(handle: number): number; /** * The half-extents of this collider if it is has a cuboid shape. */ coHalfExtents(handle: number): RawVector | undefined; /** * The restitution coefficient of this collider. */ coRestitution(handle: number): number; /** * The radius of the round edges of this collider. */ coRoundRadius(handle: number): number | undefined; coSetFriction(handle: number, friction: number): void; /** * Sets the rotation angle of this collider. * * # Parameters * - `angle`: the rotation angle, in radians. * - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. */ coSetRotation(handle: number, angle: number): void; /** * The world-space translation of this collider. */ coTranslation(handle: number): RawVector; /** * The events enabled for this collider. */ coActiveEvents(handle: number): number; coCastCollider(handle: number, collider1Vel: RawVector, collider2handle: number, collider2Vel: RawVector, target_distance: number, max_toi: number, stop_at_penetration: boolean): RawColliderShapeCastHit | undefined; coContactShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined; coProjectPoint(handle: number, point: RawVector, solid: boolean): RawPointProjection; /** * The solver groups of this collider. */ coSolverGroups(handle: number): number; coTriMeshFlags(handle: number): number | undefined; coContainsPoint(handle: number, point: RawVector): boolean; coIntersectsRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean; /** * Set the half height of this collider if it is a capsule, cylinder, or cone shape. */ coSetHalfHeight(handle: number, newHalfheight: number): void; coSetActiveHooks(handle: number, hooks: number): void; coSetContactSkin(handle: number, contact_skin: number): void; /** * Set the half-extents of this collider if it has a cuboid shape. */ coSetHalfExtents(handle: number, newHalfExtents: RawVector): void; coSetRestitution(handle: number, restitution: number): void; /** * Set the radius of the round edges of this collider. */ coSetRoundRadius(handle: number, newBorderRadius: number): void; /** * Sets the translation of this collider. * * # Parameters * - `x`: the world-space position of the collider along the `x` axis. * - `y`: the world-space position of the collider along the `y` axis. * - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. */ coSetTranslation(handle: number, x: number, y: number): void; /** * The collision groups of this collider. */ coCollisionGroups(handle: number): number; coContactCollider(handle: number, collider2handle: number, prediction: number): RawShapeContact | undefined; coHalfspaceNormal(handle: number): RawVector | undefined; coIntersectsShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean; coSetActiveEvents(handle: number, events: number): void; coSetSolverGroups(handle: number, groups: number): void; /** * The scaling factor applied of this heightfield if it is one. */ coHeightfieldScale(handle: number): RawVector | undefined; /** * The orientation of this collider relative to its parent rigid-body. * * Returns the `None` if it doesn’t have a parent. */ coRotationWrtParent(handle: number): RawRotation | undefined; coSetMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: number): void; coCombineVoxelStates(handle1: number, handle2: number, shift_x: number, shift_y: number): void; /** * The height of this heightfield if it is one. */ coHeightfieldHeights(handle: number): Float32Array | undefined; coSetCollisionGroups(handle: number, groups: number): void; coCastRayAndGetNormal(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined; coFrictionCombineRule(handle: number): number; /** * The collision types enabled for this collider. */ coActiveCollisionTypes(handle: number): number; coPropagateVoxelChange(handle1: number, handle2: number, ix: number, iy: number, shift_x: number, shift_y: number): void; coSetRotationWrtParent(handle: number, angle: number): void; /** * The translation of this collider relative to its parent rigid-body. * * Returns the `None` if it doesn’t have a parent. */ coTranslationWrtParent(handle: number): RawVector | undefined; coRestitutionCombineRule(handle: number): number; coSetFrictionCombineRule(handle: number, rule: number): void; coSetActiveCollisionTypes(handle: number, types: number): void; coSetTranslationWrtParent(handle: number, x: number, y: number): void; coSetRestitutionCombineRule(handle: number, rule: number): void; /** * The total force magnitude beyond which a contact force event can be emitted. */ coContactForceEventThreshold(handle: number): number; coSetContactForceEventThreshold(handle: number, threshold: number): void; /** * The mass of this collider. */ coMass(handle: number): number; /** * The unique integer identifier of the collider this collider is attached to. */ coParent(handle: number): number | undefined; /** * The radius of this collider if it is a ball, capsule, cylinder, or cone shape. */ coRadius(handle: number): number | undefined; /** * The volume of this collider. */ coVolume(handle: number): number; coCastRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number; /** * The density of this collider. */ coDensity(handle: number): number; /** * The indices of this triangle mesh, polyline, or convex polyhedron, if it is one. */ coIndices(handle: number): Uint32Array | undefined; coSetMass(handle: number, mass: number): void; } export class RawColliderShapeCastHit { private constructor(); free(): void; colliderHandle(): number; time_of_impact(): number; normal1(): RawVector; normal2(): RawVector; witness1(): RawVector; witness2(): RawVector; } export class RawContactForceEvent { private constructor(); free(): void; /** * The sum of all the forces between the two colliders. */ total_force(): RawVector; /** * The world-space (unit) direction of the force with strongest magnitude. */ max_force_direction(): RawVector; /** * The magnitude of the largest force at a contact point of this contact pair. */ max_force_magnitude(): number; /** * The sum of the magnitudes of each force between the two colliders. * * Note that this is **not** the same as the magnitude of `self.total_force`. * Here we are summing the magnitude of all the forces, instead of taking * the magnitude of their sum. */ total_force_magnitude(): number; /** * The first collider involved in the contact. */ collider1(): number; /** * The second collider involved in the contact. */ collider2(): number; } export class RawContactManifold { private constructor(); free(): void; contact_dist(i: number): number; contact_fid1(i: number): number; contact_fid2(i: number): number; num_contacts(): number; contact_impulse(i: number): number; contact_local_p1(i: number): RawVector | undefined; contact_local_p2(i: number): RawVector | undefined; num_solver_contacts(): number; solver_contact_dist(i: number): number; solver_contact_point(i: number): RawVector | undefined; contact_tangent_impulse(i: number): number; solver_contact_friction(i: number): number; solver_contact_restitution(i: number): number; solver_contact_tangent_velocity(i: number): RawVector; normal(): RawVector; local_n1(): RawVector; local_n2(): RawVector; subshape1(): number; subshape2(): number; } export class RawContactPair { private constructor(); free(): void; contactManifold(i: number): RawContactManifold | undefined; numContactManifolds(): number; collider1(): number; collider2(): number; } export class RawDebugRenderPipeline { free(): void; constructor(); colors(): Float32Array; render(bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet, narrow_phase: RawNarrowPhase, filter_flags: number, filter_predicate: Function): void; vertices(): Float32Array; } export class RawDeserializedWorld { private constructor(); free(): void; takeBodies(): RawRigidBodySet | undefined; takeGravity(): RawVector | undefined; takeColliders(): RawColliderSet | undefined; takeBroadPhase(): RawBroadPhase | undefined; takeNarrowPhase(): RawNarrowPhase | undefined; takeImpulseJoints(): RawImpulseJointSet | undefined; takeIslandManager(): RawIslandManager | undefined; takeMultibodyJoints(): RawMultibodyJointSet | undefined; takeIntegrationParameters(): RawIntegrationParameters | undefined; } /** * A structure responsible for collecting events generated * by the physics engine. */ export class RawEventQueue { free(): void; /** * Applies the given javascript closure on each collision event of this collector, then clear * the internal collision event buffer. * * # Parameters * - `f(handle1, handle2, started)`: JavaScript closure applied to each collision event. The * closure should take three arguments: two integers representing the handles of the colliders * involved in the collision, and a boolean indicating if the collision started (true) or stopped * (false). */ drainCollisionEvents(f: Function): void; drainContactForceEvents(f: Function): void; /** * Creates a new event collector. * * # Parameters * - `autoDrain`: setting this to `true` is strongly recommended. If true, the collector will * be automatically drained before each `world.step(collector)`. If false, the collector will * keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of * RAM if no drain is performed. */ constructor(autoDrain: boolean); /** * Removes all events contained by this collector. */ clear(): void; } export class RawGenericJoint { private constructor(); free(): void; static rope(length: number, anchor1: RawVector, anchor2: RawVector): RawGenericJoint; /** * Creates a new joint descriptor that builds a Fixed joint. * * A fixed joint removes all the degrees of freedom between the affected bodies. */ static fixed(anchor1: RawVector, axes1: RawRotation, anchor2: RawVector, axes2: RawRotation): RawGenericJoint; static spring(rest_length: number, stiffness: number, damping: number, anchor1: RawVector, anchor2: RawVector): RawGenericJoint; /** * Create a new joint descriptor that builds Revolute joints. * * A revolute joint removes all degrees of freedom between the affected * bodies except for the rotation. */ static revolute(anchor1: RawVector, anchor2: RawVector): RawGenericJoint | undefined; /** * Creates a new joint descriptor that builds a Prismatic joint. * * A prismatic joint removes all the degrees of freedom between the * affected bodies, except for the translation along one axis. * * Returns `None` if any of the provided axes cannot be normalized. */ static prismatic(anchor1: RawVector, anchor2: RawVector, axis: RawVector, limitsEnabled: boolean, limitsMin: number, limitsMax: number): RawGenericJoint | undefined; } export class RawImpulseJointSet { free(): void; /** * The position of the first anchor of this joint. * * The first anchor gives the position of the points application point on the * local frame of the first rigid-body it is attached to. */ jointAnchor1(handle: number): RawVector; /** * The position of the second anchor of this joint. * * The second anchor gives the position of the points application point on the * local frame of the second rigid-body it is attached to. */ jointAnchor2(handle: number): RawVector; /** * The angular part of the joint’s local frame relative to the first rigid-body it is attached to. */ jointFrameX1(handle: number): RawRotation; /** * The angular part of the joint’s local frame relative to the second rigid-body it is attached to. */ jointFrameX2(handle: number): RawRotation; /** * If this is a prismatic joint, returns its upper limit. */ jointLimitsMax(handle: number, axis: RawJointAxis): number; /** * Return the lower limit along the given joint axis. */ jointLimitsMin(handle: number, axis: RawJointAxis): number; /** * Enables and sets the joint limits */ jointSetLimits(handle: number, axis: RawJointAxis, min: number, max: number): void; /** * Sets the position of the first local anchor */ jointSetAnchor1(handle: number, newPos: RawVector): void; /** * Sets the position of the second local anchor */ jointSetAnchor2(handle: number, newPos: RawVector): void; /** * The unique integer identifier of the first rigid-body this joint it attached to. */ jointBodyHandle1(handle: number): number; /** * The unique integer identifier of the second rigid-body this joint is attached to. */ jointBodyHandle2(handle: number): number; /** * Are the limits for this joint enabled? */ jointLimitsEnabled(handle: number, axis: RawJointAxis): boolean; jointConfigureMotor(handle: number, axis: RawJointAxis, targetPos: number, targetVel: number, stiffness: number, damping: number): void; /** * Are contacts between the rigid-bodies attached by this joint enabled? */ jointContactsEnabled(handle: number): boolean; /** * Sets whether contacts are enabled between the rigid-bodies attached by this joint. */ jointSetContactsEnabled(handle: number, enabled: boolean): void; jointConfigureMotorModel(handle: number, axis: RawJointAxis, model: RawMotorModel): void; jointConfigureMotorPosition(handle: number, axis: RawJointAxis, targetPos: number, stiffness: number, damping: number): void; jointConfigureMotorVelocity(handle: number, axis: RawJointAxis, targetVel: number, factor: number): void; /** * The type of this joint. */ jointType(handle: number): RawJointType; createJoint(params: RawGenericJoint, parent1: number, parent2: number, wake_up: boolean): number; /** * Applies the given JavaScript function to the integer handle of each joint managed by this physics world. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`. */ forEachJointHandle(f: Function): void; /** * Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`. */ forEachJointAttachedToRigidBody(body: number, f: Function): void; len(): number; constructor(); remove(handle: number, wakeUp: boolean): void; contains(handle: number): boolean; } export class RawIntegrationParameters { free(): void; constructor(); lengthUnit: number; readonly contact_erp: number; minIslandSize: number; maxCcdSubsteps: number; numSolverIterations: number; numInternalPgsIterations: number; normalizedAllowedLinearError: number; normalizedPredictionDistance: number; set contact_natural_frequency(value: number); dt: number; } export class RawIslandManager { free(): void; /** * Applies the given JavaScript function to the integer handle of each active rigid-body * managed by this island manager. * * After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by * the physics engine in order to save computational power. A sleeping rigid-body never moves * unless it is moved manually by the user. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each active rigid-body managed by this * set. Called as `f(collider)`. */ forEachActiveRigidBodyHandle(f: Function): void; constructor(); } export class RawKinematicCharacterController { free(): void; slideEnabled(): boolean; enableAutostep(maxHeight: number, minWidth: number, includeDynamicBodies: boolean): void; autostepEnabled(): boolean; disableAutostep(): void; setSlideEnabled(enabled: boolean): void; autostepMinWidth(): number | undefined; computedGrounded(): boolean; computedMovement(): RawVector; autostepMaxHeight(): number | undefined; computedCollision(i: number, collision: RawCharacterCollision): boolean; normalNudgeFactor(): number; enableSnapToGround(distance: number): void; maxSlopeClimbAngle(): number; minSlopeSlideAngle(): number; disableSnapToGround(): void; snapToGroundEnabled(): boolean; setNormalNudgeFactor(value: number): void; snapToGroundDistance(): number | undefined; numComputedCollisions(): number; setMaxSlopeClimbAngle(angle: number): void; setMinSlopeSlideAngle(angle: number): void; computeColliderMovement(dt: number, broad_phase: RawBroadPhase, narrow_phase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, collider_handle: number, desired_translation_delta: RawVector, apply_impulses_to_dynamic_bodies: boolean, character_mass: number | null | undefined, filter_flags: number, filter_groups: number | null | undefined, filter_predicate: Function): void; autostepIncludesDynamicBodies(): boolean | undefined; up(): RawVector; constructor(offset: number); setUp(vector: RawVector): void; offset(): number; setOffset(value: number): void; } export class RawMultibodyJointSet { free(): void; /** * The position of the first anchor of this joint. * * The first anchor gives the position of the points application point on the * local frame of the first rigid-body it is attached to. */ jointAnchor1(handle: number): RawVector; /** * The position of the second anchor of this joint. * * The second anchor gives the position of the points application point on the * local frame of the second rigid-body it is attached to. */ jointAnchor2(handle: number): RawVector; /** * The angular part of the joint’s local frame relative to the first rigid-body it is attached to. */ jointFrameX1(handle: number): RawRotation; /** * The angular part of the joint’s local frame relative to the second rigid-body it is attached to. */ jointFrameX2(handle: number): RawRotation; /** * If this is a prismatic joint, returns its upper limit. */ jointLimitsMax(handle: number, axis: RawJointAxis): number; /** * Return the lower limit along the given joint axis. */ jointLimitsMin(handle: number, axis: RawJointAxis): number; /** * Are the limits for this joint enabled? */ jointLimitsEnabled(handle: number, axis: RawJointAxis): boolean; /** * Are contacts between the rigid-bodies attached by this joint enabled? */ jointContactsEnabled(handle: number): boolean; /** * Sets whether contacts are enabled between the rigid-bodies attached by this joint. */ jointSetContactsEnabled(handle: number, enabled: boolean): void; /** * The type of this joint. */ jointType(handle: number): RawJointType; createJoint(params: RawGenericJoint, parent1: number, parent2: number, wakeUp: boolean): number; /** * Applies the given JavaScript function to the integer handle of each joint managed by this physics world. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`. */ forEachJointHandle(f: Function): void; /** * Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`. */ forEachJointAttachedToRigidBody(body: number, f: Function): void; constructor(); remove(handle: number, wakeUp: boolean): void; contains(handle: number): boolean; } export class RawNarrowPhase { free(): void; contact_pair(handle1: number, handle2: number): RawContactPair | undefined; intersection_pair(handle1: number, handle2: number): boolean; contact_pairs_with(handle1: number, f: Function): void; intersection_pairs_with(handle1: number, f: Function): void; constructor(); } export class RawPhysicsPipeline { free(): void; timing_ccd(): number; timing_step(): number; timing_solver(): number; stepWithEvents(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver, eventQueue: RawEventQueue, hookObject: object, hookFilterContactPair: Function, hookFilterIntersectionPair: Function): void; timing_ccd_solver(): number; timing_broad_phase(): number; is_profiler_enabled(): boolean; timing_narrow_phase(): number; timing_user_changes(): number; set_profiler_enabled(enabled: boolean): void; timing_ccd_broad_phase(): number; timing_velocity_update(): number; timing_ccd_narrow_phase(): number; timing_velocity_assembly(): number; timing_velocity_writeback(): number; timing_ccd_toi_computation(): number; timing_collision_detection(): number; timing_island_construction(): number; timing_velocity_resolution(): number; constructor(); step(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver): void; } export class RawPidController { free(): void; set_axes_mask(axes_mask: number): void; reset_integrals(): void; linear_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_translation: RawVector, target_linvel: RawVector): RawVector; angular_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_rotation: number, target_angvel: number): number; apply_linear_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_translation: RawVector, target_linvel: RawVector): void; apply_angular_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_rotation: number, target_angvel: number): void; constructor(kp: number, ki: number, kd: number, axes_mask: number); set_kd(kd: number, axes: number): void; set_ki(ki: number, axes: number): void; set_kp(kp: number, axes: number): void; } export class RawPointColliderProjection { private constructor(); free(): void; featureType(): RawFeatureType; colliderHandle(): number; point(): RawVector; isInside(): boolean; featureId(): number | undefined; } export class RawPointProjection { private constructor(); free(): void; point(): RawVector; isInside(): boolean; } export class RawRayColliderHit { private constructor(); free(): void; timeOfImpact(): number; colliderHandle(): number; } export class RawRayColliderIntersection { private constructor(); free(): void; featureType(): RawFeatureType; colliderHandle(): number; time_of_impact(): number; normal(): RawVector; featureId(): number | undefined; } export class RawRayIntersection { private constructor(); free(): void; featureType(): RawFeatureType; time_of_impact(): number; normal(): RawVector; featureId(): number | undefined; } export class RawRigidBodySet { free(): void; /** * Adds a force at the center-of-mass of this rigid-body. * * # Parameters * - `force`: the world-space force to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbAddForce(handle: number, force: RawVector, wakeUp: boolean): void; /** * The status of this rigid-body: fixed, dynamic, or kinematic. */ rbBodyType(handle: number): RawRigidBodyType; /** * Retrieves the `i-th` collider attached to this rigid-body. * * # Parameters * - `at`: The index of the collider to retrieve. Must be a number in `[0, this.numColliders()[`. * This index is **not** the same as the unique identifier of the collider. */ rbCollider(handle: number, at: number): number; /** * Is the velocity of this rigid-body not zero? */ rbIsMoving(handle: number): boolean; /** * The center of mass of a rigid-body expressed in its local-space. */ rbLocalCom(handle: number): RawVector; /** * The world-space orientation of this rigid-body. */ rbRotation(handle: number): RawRotation; /** * An arbitrary user-defined 32-bit integer */ rbUserData(handle: number): number; /** * The world-space center of mass of the rigid-body. */ rbWorldCom(handle: number): RawVector; /** * Adds a torque at the center-of-mass of this rigid-body. * * # Parameters * - `torque`: the torque to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbAddTorque(handle: number, torque: number, wakeUp: boolean): void; rbEnableCcd(handle: number, enabled: boolean): void; /** * Is this rigid-body dynamic? */ rbIsDynamic(handle: number): boolean; rbIsEnabled(handle: number): boolean; /** * Sets the angular velocity of this rigid-body. */ rbSetAngvel(handle: number, angvel: number, wakeUp: boolean): void; /** * Sets the linear velocity of this rigid-body. */ rbSetLinvel(handle: number, linvel: RawVector, wakeUp: boolean): void; /** * Retrieves the constant force(s) the user added to this rigid-body. * Returns zero if the rigid-body is not dynamic. */ rbUserForce(handle: number): RawVector; /** * Is this rigid-body sleeping? */ rbIsSleeping(handle: number): boolean; rbSetEnabled(handle: number, enabled: boolean): void; /** * Retrieves the constant torque(s) the user added to this rigid-body. * Returns zero if the rigid-body is not dynamic. */ rbUserTorque(handle: number): number; /** * Is this rigid-body kinematic? */ rbIsKinematic(handle: number): boolean; /** * Resets to zero all user-added forces added to this rigid-body. */ rbResetForces(handle: number, wakeUp: boolean): void; /** * Set a new status for this rigid-body: fixed, dynamic, or kinematic. */ rbSetBodyType(handle: number, status: RawRigidBodyType, wake_up: boolean): void; /** * Sets the rotation angle of this rigid-body. * * # Parameters * - `angle`: the rotation angle, in radians. * - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. */ rbSetRotation(handle: number, angle: number, wakeUp: boolean): void; /** * Sets the user-defined 32-bit integer of this rigid-body. * * # Parameters * - `data`: an arbitrary user-defined 32-bit integer. */ rbSetUserData(handle: number, data: number): void; /** * The world-space translation of this rigid-body. */ rbTranslation(handle: number): RawVector; /** * Applies an impulse at the center-of-mass of this rigid-body. * * # Parameters * - `impulse`: the world-space impulse to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbApplyImpulse(handle: number, impulse: RawVector, wakeUp: boolean): void; rbGravityScale(handle: number): number; /** * Is Continuous Collision Detection enabled for this rigid-body? */ rbIsCcdEnabled(handle: number): boolean; /** * The world-space predicted orientation of this rigid-body. * * If this rigid-body is kinematic this value is set by the `setNextKinematicRotation` * method and is used for estimating the kinematic body velocity at the next timestep. * For non-kinematic bodies, this value is currently unspecified. */ rbNextRotation(handle: number): RawRotation; /** * The number of colliders attached to this rigid-body. */ rbNumColliders(handle: number): number; /** * Resets to zero all user-added torques added to this rigid-body. */ rbResetTorques(handle: number, wakeUp: boolean): void; /** * The linear damping coefficient of this rigid-body. */ rbLinearDamping(handle: number): number; rbLockRotations(handle: number, locked: boolean, wake_up: boolean): void; /** * The angular damping coefficient of this rigid-body. */ rbAngularDamping(handle: number): number; rbDominanceGroup(handle: number): number; /** * Sets the translation of this rigid-body. * * # Parameters * - `x`: the world-space position of the rigid-body along the `x` axis. * - `y`: the world-space position of the rigid-body along the `y` axis. * - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it * wasn't moving before modifying its position. */ rbSetTranslation(handle: number, x: number, y: number, wakeUp: boolean): void; /** * Adds a force at the given world-space point of this rigid-body. * * # Parameters * - `force`: the world-space force to apply on the rigid-body. * - `point`: the world-space point where the impulse is to be applied on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbAddForceAtPoint(handle: number, force: RawVector, point: RawVector, wakeUp: boolean): void; /** * The world-space predicted translation of this rigid-body. * * If this rigid-body is kinematic this value is set by the `setNextKinematicTranslation` * method and is used for estimating the kinematic body velocity at the next timestep. * For non-kinematic bodies, this value is currently unspecified. */ rbNextTranslation(handle: number): RawVector; rbSetGravityScale(handle: number, factor: number, wakeUp: boolean): void; /** * The velocity of the given world-space point on this rigid-body. */ rbVelocityAtPoint(handle: number, point: RawVector): RawVector; /** * The inverse mass taking into account translation locking. */ rbEffectiveInvMass(handle: number): RawVector; rbLockTranslations(handle: number, locked: boolean, wake_up: boolean): void; /** * The angular inertia along the principal inertia axes of the rigid-body. */ rbPrincipalInertia(handle: number): number; rbSetLinearDamping(handle: number, factor: number): void; rbSetAdditionalMass(handle: number, mass: number, wake_up: boolean): void; rbSetAngularDamping(handle: number, factor: number): void; rbSetDominanceGroup(handle: number, group: number): void; rbSoftCcdPrediction(handle: number): number; /** * Applies an impulsive torque at the center-of-mass of this rigid-body. * * # Parameters * - `torque impulse`: the torque impulse to apply on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbApplyTorqueImpulse(handle: number, torque_impulse: number, wakeUp: boolean): void; /** * Applies an impulse at the given world-space point of this rigid-body. * * # Parameters * - `impulse`: the world-space impulse to apply on the rigid-body. * - `point`: the world-space point where the impulse is to be applied on the rigid-body. * - `wakeUp`: should the rigid-body be automatically woken-up? */ rbApplyImpulseAtPoint(handle: number, impulse: RawVector, point: RawVector, wakeUp: boolean): void; /** * The inverse of the principal angular inertia of the rigid-body. * * Components set to zero are assumed to be infinite along the corresponding principal axis. */ rbInvPrincipalInertia(handle: number): number; rbSetSoftCcdPrediction(handle: number, prediction: number): void; rbSetEnabledTranslations(handle: number, allow_x: boolean, allow_y: boolean, wake_up: boolean): void; /** * The effective world-space angular inertia (that takes the potential rotation locking into account) of * this rigid-body. */ rbEffectiveAngularInertia(handle: number): number; /** * The world-space inverse angular inertia tensor of the rigid-body, * taking into account rotation locking. */ rbEffectiveWorldInvInertia(handle: number): number; /** * If this rigid body is kinematic, sets its future rotation after the next timestep integration. * * This should be used instead of `rigidBody.setRotation` to make the dynamic object * interacting with this kinematic body behave as expected. Internally, Rapier will compute * an artificial velocity for this rigid-body from its current position and its next kinematic * position. This velocity will be used to compute forces on dynamic bodies interacting with * this body. * * # Parameters * - `angle`: the rotation angle, in radians. */ rbSetNextKinematicRotation(handle: number, angle: number): void; rbAdditionalSolverIterations(handle: number): number; rbSetAdditionalMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: number, wake_up: boolean): void; /** * If this rigid body is kinematic, sets its future translation after the next timestep integration. * * This should be used instead of `rigidBody.setTranslation` to make the dynamic object * interacting with this kinematic body behave as expected. Internally, Rapier will compute * an artificial velocity for this rigid-body from its current position and its next kinematic * position. This velocity will be used to compute forces on dynamic bodies interacting with * this body. * * # Parameters * - `x`: the world-space position of the rigid-body along the `x` axis. * - `y`: the world-space position of the rigid-body along the `y` axis. */ rbSetNextKinematicTranslation(handle: number, x: number, y: number): void; rbSetAdditionalSolverIterations(handle: number, iters: number): void; rbRecomputeMassPropertiesFromColliders(handle: number, colliders: RawColliderSet): void; /** * The mass of this rigid-body. */ rbMass(handle: number): number; /** * Put the given rigid-body to sleep. */ rbSleep(handle: number): void; /** * The angular velocity of this rigid-body. */ rbAngvel(handle: number): number; /** * The linear velocity of this rigid-body. */ rbLinvel(handle: number): RawVector; /** * Wakes this rigid-body up. * * A dynamic rigid-body that does not move during several consecutive frames will * be put to sleep by the physics engine, i.e., it will stop being simulated in order * to avoid useless computations. * This method forces a sleeping rigid-body to wake-up. This is useful, e.g., before modifying * the position of a dynamic body so that it is properly simulated afterwards. */ rbWakeUp(handle: number): void; /** * The inverse of the mass of a rigid-body. * * If this is zero, the rigid-body is assumed to have infinite mass. */ rbInvMass(handle: number): number; /** * Is this rigid-body fixed? */ rbIsFixed(handle: number): boolean; createRigidBody(enabled: boolean, translation: RawVector, rotation: RawRotation, gravityScale: number, mass: number, massOnly: boolean, centerOfMass: RawVector, linvel: RawVector, angvel: number, principalAngularInertia: number, translationEnabledX: boolean, translationEnabledY: boolean, rotationsEnabled: boolean, linearDamping: number, angularDamping: number, rb_type: RawRigidBodyType, canSleep: boolean, sleeping: boolean, softCcdPrediciton: number, ccdEnabled: boolean, dominanceGroup: number, additional_solver_iterations: number): number; /** * Applies the given JavaScript function to the integer handle of each rigid-body managed by this set. * * # Parameters * - `f(handle)`: the function to apply to the integer handle of each rigid-body managed by this set. Called as `f(collider)`. */ forEachRigidBodyHandle(f: Function): void; /** * The number of rigid-bodies on this set. */ len(): number; constructor(); propagateModifiedBodyPositionsToColliders(colliders: RawColliderSet): void; remove(handle: number, islands: RawIslandManager, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet): void; /** * Checks if a rigid-body with the given integer handle exists. */ contains(handle: number): boolean; } /** * A rotation quaternion. */ export class RawRotation { private constructor(); free(): void; /** * The identity rotation. */ static identity(): RawRotation; /** * The rotation with thegiven angle. */ static fromAngle(angle: number): RawRotation; /** * The imaginary part of this complex number. */ readonly im: number; /** * The real part of this complex number. */ readonly re: number; /** * The rotation angle in radians. */ readonly angle: number; } export class RawSerializationPipeline { free(): void; serializeAll(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet): Uint8Array | undefined; deserializeAll(data: Uint8Array): RawDeserializedWorld | undefined; constructor(); } export class RawShape { private constructor(); free(): void; static convexHull(points: Float32Array): RawShape | undefined; static heightfield(heights: Float32Array, scale: RawVector): RawShape; static roundCuboid(hx: number, hy: number, borderRadius: number): RawShape; contactShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined; projectPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector, solid: boolean): RawPointProjection; containsPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector): boolean; intersectsRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean; static roundTriangle(p1: RawVector, p2: RawVector, p3: RawVector, borderRadius: number): RawShape; static convexPolyline(vertices: Float32Array): RawShape | undefined; intersectsShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean; static roundConvexHull(points: Float32Array, borderRadius: number): RawShape | undefined; static voxelsFromPoints(voxel_size: RawVector, points: Float32Array): RawShape; castRayAndGetNormal(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined; static roundConvexPolyline(vertices: Float32Array, borderRadius: number): RawShape | undefined; static ball(radius: number): RawShape; static cuboid(hx: number, hy: number): RawShape; static voxels(voxel_size: RawVector, grid_coords: Int32Array): RawShape; static capsule(halfHeight: number, radius: number): RawShape; castRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number; static segment(p1: RawVector, p2: RawVector): RawShape; static trimesh(vertices: Float32Array, indices: Uint32Array, flags: number): RawShape | undefined; static polyline(vertices: Float32Array, indices: Uint32Array): RawShape; static triangle(p1: RawVector, p2: RawVector, p3: RawVector): RawShape; castShape(shapePos1: RawVector, shapeRot1: RawRotation, shapeVel1: RawVector, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, shapeVel2: RawVector, target_distance: number, maxToi: number, stop_at_penetration: boolean): RawShapeCastHit | undefined; static halfspace(normal: RawVector): RawShape; } export class RawShapeCastHit { private constructor(); free(): void; time_of_impact(): number; normal1(): RawVector; normal2(): RawVector; witness1(): RawVector; witness2(): RawVector; } export class RawShapeContact { private constructor(); free(): void; point1(): RawVector; point2(): RawVector; normal1(): RawVector; normal2(): RawVector; distance(): number; } /** * A vector. */ export class RawVector { free(): void; /** * Create a new 2D vector from this vector with its components rearranged as `{x, y}`. */ xy(): RawVector; /** * Create a new 2D vector from this vector with its components rearranged as `{y, x}`. */ yx(): RawVector; /** * Creates a new 2D vector from its two components. * * # Parameters * - `x`: the `x` component of this 2D vector. * - `y`: the `y` component of this 2D vector. */ constructor(x: number, y: number); /** * Creates a new vector filled with zeros. */ static zero(): RawVector; /** * The `x` component of this vector. */ x: number; /** * The `y` component of this vector. */ y: number; } export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module; export interface InitOutput { readonly memory: WebAssembly.Memory; readonly __wbg_rawbroadphase_free: (a: number, b: number) => void; readonly __wbg_rawccdsolver_free: (a: number, b: number) => void; readonly __wbg_rawcharactercollision_free: (a: number, b: number) => void; readonly __wbg_rawcolliderset_free: (a: number, b: number) => void; readonly __wbg_rawcollidershapecasthit_free: (a: number, b: number) => void; readonly __wbg_rawcontactforceevent_free: (a: number, b: number) => void; readonly __wbg_rawcontactmanifold_free: (a: number, b: number) => void; readonly __wbg_rawdebugrenderpipeline_free: (a: number, b: number) => void; readonly __wbg_rawdeserializedworld_free: (a: number, b: number) => void; readonly __wbg_raweventqueue_free: (a: number, b: number) => void; readonly __wbg_rawgenericjoint_free: (a: number, b: number) => void; readonly __wbg_rawimpulsejointset_free: (a: number, b: number) => void; readonly __wbg_rawintegrationparameters_free: (a: number, b: number) => void; readonly __wbg_rawislandmanager_free: (a: number, b: number) => void; readonly __wbg_rawkinematiccharactercontroller_free: (a: number, b: number) => void; readonly __wbg_rawmultibodyjointset_free: (a: number, b: number) => void; readonly __wbg_rawnarrowphase_free: (a: number, b: number) => void; readonly __wbg_rawphysicspipeline_free: (a: number, b: number) => void; readonly __wbg_rawpidcontroller_free: (a: number, b: number) => void; readonly __wbg_rawpointcolliderprojection_free: (a: number, b: number) => void; readonly __wbg_rawpointprojection_free: (a: number, b: number) => void; readonly __wbg_rawrayintersection_free: (a: number, b: number) => void; readonly __wbg_rawrigidbodyset_free: (a: number, b: number) => void; readonly __wbg_rawrotation_free: (a: number, b: number) => void; readonly __wbg_rawshape_free: (a: number, b: number) => void; readonly __wbg_rawshapecontact_free: (a: number, b: number) => void; readonly __wbg_rawvector_free: (a: number, b: number) => void; readonly 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; readonly 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; readonly 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; readonly rawbroadphase_collidersWithAabbIntersectingAabb: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void; readonly 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; readonly 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; readonly 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; readonly 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; readonly rawbroadphase_new: () => number; readonly 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; readonly 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; readonly rawcharactercollision_handle: (a: number) => number; readonly rawcharactercollision_new: () => number; readonly rawcharactercollision_toi: (a: number) => number; readonly rawcharactercollision_translationDeltaApplied: (a: number) => number; readonly rawcharactercollision_translationDeltaRemaining: (a: number) => number; readonly rawcharactercollision_worldNormal1: (a: number) => number; readonly rawcharactercollision_worldNormal2: (a: number) => number; readonly rawcharactercollision_worldWitness1: (a: number) => number; readonly rawcharactercollision_worldWitness2: (a: number) => number; readonly rawcolliderset_coActiveCollisionTypes: (a: number, b: number) => number; readonly rawcolliderset_coActiveEvents: (a: number, b: number) => number; readonly rawcolliderset_coActiveHooks: (a: number, b: number) => number; readonly rawcolliderset_coCastCollider: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number; readonly rawcolliderset_coCastRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawcolliderset_coCastRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawcolliderset_coCastShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number; readonly rawcolliderset_coCollisionGroups: (a: number, b: number) => number; readonly rawcolliderset_coCombineVoxelStates: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawcolliderset_coContactCollider: (a: number, b: number, c: number, d: number) => number; readonly rawcolliderset_coContactForceEventThreshold: (a: number, b: number) => number; readonly rawcolliderset_coContactShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawcolliderset_coContactSkin: (a: number, b: number) => number; readonly rawcolliderset_coContainsPoint: (a: number, b: number, c: number) => number; readonly rawcolliderset_coDensity: (a: number, b: number) => number; readonly rawcolliderset_coFriction: (a: number, b: number) => number; readonly rawcolliderset_coFrictionCombineRule: (a: number, b: number) => number; readonly rawcolliderset_coHalfExtents: (a: number, b: number) => number; readonly rawcolliderset_coHalfHeight: (a: number, b: number) => number; readonly rawcolliderset_coHalfspaceNormal: (a: number, b: number) => number; readonly rawcolliderset_coHeightfieldHeights: (a: number, b: number, c: number) => void; readonly rawcolliderset_coHeightfieldScale: (a: number, b: number) => number; readonly rawcolliderset_coIndices: (a: number, b: number, c: number) => void; readonly rawcolliderset_coIntersectsRay: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawcolliderset_coIntersectsShape: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawcolliderset_coIsEnabled: (a: number, b: number) => number; readonly rawcolliderset_coIsSensor: (a: number, b: number) => number; readonly rawcolliderset_coMass: (a: number, b: number) => number; readonly rawcolliderset_coParent: (a: number, b: number, c: number) => void; readonly rawcolliderset_coProjectPoint: (a: number, b: number, c: number, d: number) => number; readonly rawcolliderset_coPropagateVoxelChange: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void; readonly rawcolliderset_coRadius: (a: number, b: number) => number; readonly rawcolliderset_coRestitution: (a: number, b: number) => number; readonly rawcolliderset_coRestitutionCombineRule: (a: number, b: number) => number; readonly rawcolliderset_coRotation: (a: number, b: number) => number; readonly rawcolliderset_coRotationWrtParent: (a: number, b: number) => number; readonly rawcolliderset_coRoundRadius: (a: number, b: number) => number; readonly rawcolliderset_coSetActiveCollisionTypes: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetActiveEvents: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetActiveHooks: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetCollisionGroups: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetContactForceEventThreshold: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetContactSkin: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetDensity: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetEnabled: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetFriction: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetFrictionCombineRule: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetHalfExtents: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetHalfHeight: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetMass: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetMassProperties: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawcolliderset_coSetRadius: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetRestitution: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetRestitutionCombineRule: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetRotation: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetRotationWrtParent: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetRoundRadius: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetSensor: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetShape: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetSolverGroups: (a: number, b: number, c: number) => void; readonly rawcolliderset_coSetTranslation: (a: number, b: number, c: number, d: number) => void; readonly rawcolliderset_coSetTranslationWrtParent: (a: number, b: number, c: number, d: number) => void; readonly rawcolliderset_coSetVoxel: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawcolliderset_coShapeType: (a: number, b: number) => number; readonly rawcolliderset_coSolverGroups: (a: number, b: number) => number; readonly rawcolliderset_coTranslation: (a: number, b: number) => number; readonly rawcolliderset_coTranslationWrtParent: (a: number, b: number) => number; readonly rawcolliderset_coTriMeshFlags: (a: number, b: number) => number; readonly rawcolliderset_coVertices: (a: number, b: number, c: number) => void; readonly rawcolliderset_coVolume: (a: number, b: number) => number; readonly rawcolliderset_coVoxelData: (a: number, b: number, c: number) => void; readonly rawcolliderset_coVoxelSize: (a: number, b: number) => number; readonly rawcolliderset_contains: (a: number, b: number) => number; readonly 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; readonly rawcolliderset_forEachColliderHandle: (a: number, b: number) => void; readonly rawcolliderset_len: (a: number) => number; readonly rawcolliderset_new: () => number; readonly rawcolliderset_remove: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawcollidershapecasthit_colliderHandle: (a: number) => number; readonly rawcollidershapecasthit_normal1: (a: number) => number; readonly rawcollidershapecasthit_normal2: (a: number) => number; readonly rawcollidershapecasthit_time_of_impact: (a: number) => number; readonly rawcollidershapecasthit_witness1: (a: number) => number; readonly rawcollidershapecasthit_witness2: (a: number) => number; readonly rawcontactforceevent_collider2: (a: number) => number; readonly rawcontactforceevent_max_force_magnitude: (a: number) => number; readonly rawcontactforceevent_total_force: (a: number) => number; readonly rawcontactforceevent_total_force_magnitude: (a: number) => number; readonly rawcontactmanifold_contact_dist: (a: number, b: number) => number; readonly rawcontactmanifold_contact_fid1: (a: number, b: number) => number; readonly rawcontactmanifold_contact_fid2: (a: number, b: number) => number; readonly rawcontactmanifold_contact_impulse: (a: number, b: number) => number; readonly rawcontactmanifold_contact_local_p1: (a: number, b: number) => number; readonly rawcontactmanifold_contact_local_p2: (a: number, b: number) => number; readonly rawcontactmanifold_contact_tangent_impulse: (a: number, b: number) => number; readonly rawcontactmanifold_local_n1: (a: number) => number; readonly rawcontactmanifold_local_n2: (a: number) => number; readonly rawcontactmanifold_normal: (a: number) => number; readonly rawcontactmanifold_num_contacts: (a: number) => number; readonly rawcontactmanifold_num_solver_contacts: (a: number) => number; readonly rawcontactmanifold_solver_contact_dist: (a: number, b: number) => number; readonly rawcontactmanifold_solver_contact_friction: (a: number, b: number) => number; readonly rawcontactmanifold_solver_contact_point: (a: number, b: number) => number; readonly rawcontactmanifold_solver_contact_restitution: (a: number, b: number) => number; readonly rawcontactmanifold_solver_contact_tangent_velocity: (a: number, b: number) => number; readonly rawcontactmanifold_subshape1: (a: number) => number; readonly rawcontactmanifold_subshape2: (a: number) => number; readonly rawcontactpair_collider1: (a: number) => number; readonly rawcontactpair_collider2: (a: number) => number; readonly rawcontactpair_contactManifold: (a: number, b: number) => number; readonly rawcontactpair_numContactManifolds: (a: number) => number; readonly rawdebugrenderpipeline_colors: (a: number) => number; readonly rawdebugrenderpipeline_new: () => number; readonly rawdebugrenderpipeline_render: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void; readonly rawdebugrenderpipeline_vertices: (a: number) => number; readonly rawdeserializedworld_takeBodies: (a: number) => number; readonly rawdeserializedworld_takeBroadPhase: (a: number) => number; readonly rawdeserializedworld_takeColliders: (a: number) => number; readonly rawdeserializedworld_takeGravity: (a: number) => number; readonly rawdeserializedworld_takeImpulseJoints: (a: number) => number; readonly rawdeserializedworld_takeIntegrationParameters: (a: number) => number; readonly rawdeserializedworld_takeIslandManager: (a: number) => number; readonly rawdeserializedworld_takeMultibodyJoints: (a: number) => number; readonly rawdeserializedworld_takeNarrowPhase: (a: number) => number; readonly raweventqueue_clear: (a: number) => void; readonly raweventqueue_drainCollisionEvents: (a: number, b: number) => void; readonly raweventqueue_drainContactForceEvents: (a: number, b: number) => void; readonly raweventqueue_new: (a: number) => number; readonly rawgenericjoint_fixed: (a: number, b: number, c: number, d: number) => number; readonly rawgenericjoint_prismatic: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawgenericjoint_revolute: (a: number, b: number) => number; readonly rawgenericjoint_rope: (a: number, b: number, c: number) => number; readonly rawgenericjoint_spring: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawimpulsejointset_contains: (a: number, b: number) => number; readonly rawimpulsejointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawimpulsejointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void; readonly rawimpulsejointset_forEachJointHandle: (a: number, b: number) => void; readonly rawimpulsejointset_jointAnchor1: (a: number, b: number) => number; readonly rawimpulsejointset_jointAnchor2: (a: number, b: number) => number; readonly rawimpulsejointset_jointBodyHandle1: (a: number, b: number) => number; readonly rawimpulsejointset_jointBodyHandle2: (a: number, b: number) => number; readonly rawimpulsejointset_jointConfigureMotor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void; readonly rawimpulsejointset_jointConfigureMotorModel: (a: number, b: number, c: number, d: number) => void; readonly rawimpulsejointset_jointConfigureMotorPosition: (a: number, b: number, c: number, d: number, e: number, f: number) => void; readonly rawimpulsejointset_jointConfigureMotorVelocity: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawimpulsejointset_jointContactsEnabled: (a: number, b: number) => number; readonly rawimpulsejointset_jointFrameX1: (a: number, b: number) => number; readonly rawimpulsejointset_jointFrameX2: (a: number, b: number) => number; readonly rawimpulsejointset_jointLimitsEnabled: (a: number, b: number, c: number) => number; readonly rawimpulsejointset_jointLimitsMax: (a: number, b: number, c: number) => number; readonly rawimpulsejointset_jointLimitsMin: (a: number, b: number, c: number) => number; readonly rawimpulsejointset_jointSetAnchor1: (a: number, b: number, c: number) => void; readonly rawimpulsejointset_jointSetAnchor2: (a: number, b: number, c: number) => void; readonly rawimpulsejointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void; readonly rawimpulsejointset_jointSetLimits: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawimpulsejointset_jointType: (a: number, b: number) => number; readonly rawimpulsejointset_len: (a: number) => number; readonly rawimpulsejointset_new: () => number; readonly rawimpulsejointset_remove: (a: number, b: number, c: number) => void; readonly rawintegrationparameters_contact_erp: (a: number) => number; readonly rawintegrationparameters_dt: (a: number) => number; readonly rawintegrationparameters_lengthUnit: (a: number) => number; readonly rawintegrationparameters_maxCcdSubsteps: (a: number) => number; readonly rawintegrationparameters_minIslandSize: (a: number) => number; readonly rawintegrationparameters_new: () => number; readonly rawintegrationparameters_numInternalPgsIterations: (a: number) => number; readonly rawintegrationparameters_numSolverIterations: (a: number) => number; readonly rawintegrationparameters_set_contact_natural_frequency: (a: number, b: number) => void; readonly rawintegrationparameters_set_dt: (a: number, b: number) => void; readonly rawintegrationparameters_set_lengthUnit: (a: number, b: number) => void; readonly rawintegrationparameters_set_maxCcdSubsteps: (a: number, b: number) => void; readonly rawintegrationparameters_set_minIslandSize: (a: number, b: number) => void; readonly rawintegrationparameters_set_normalizedAllowedLinearError: (a: number, b: number) => void; readonly rawintegrationparameters_set_normalizedPredictionDistance: (a: number, b: number) => void; readonly rawintegrationparameters_set_numInternalPgsIterations: (a: number, b: number) => void; readonly rawintegrationparameters_set_numSolverIterations: (a: number, b: number) => void; readonly rawislandmanager_forEachActiveRigidBodyHandle: (a: number, b: number) => void; readonly rawislandmanager_new: () => number; readonly rawkinematiccharactercontroller_autostepEnabled: (a: number) => number; readonly rawkinematiccharactercontroller_autostepIncludesDynamicBodies: (a: number) => number; readonly rawkinematiccharactercontroller_autostepMaxHeight: (a: number) => number; readonly rawkinematiccharactercontroller_autostepMinWidth: (a: number) => number; readonly 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; readonly rawkinematiccharactercontroller_computedCollision: (a: number, b: number, c: number) => number; readonly rawkinematiccharactercontroller_computedGrounded: (a: number) => number; readonly rawkinematiccharactercontroller_computedMovement: (a: number) => number; readonly rawkinematiccharactercontroller_disableAutostep: (a: number) => void; readonly rawkinematiccharactercontroller_disableSnapToGround: (a: number) => void; readonly rawkinematiccharactercontroller_enableAutostep: (a: number, b: number, c: number, d: number) => void; readonly rawkinematiccharactercontroller_enableSnapToGround: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_maxSlopeClimbAngle: (a: number) => number; readonly rawkinematiccharactercontroller_minSlopeSlideAngle: (a: number) => number; readonly rawkinematiccharactercontroller_new: (a: number) => number; readonly rawkinematiccharactercontroller_normalNudgeFactor: (a: number) => number; readonly rawkinematiccharactercontroller_numComputedCollisions: (a: number) => number; readonly rawkinematiccharactercontroller_offset: (a: number) => number; readonly rawkinematiccharactercontroller_setMaxSlopeClimbAngle: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_setMinSlopeSlideAngle: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_setNormalNudgeFactor: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_setOffset: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_setSlideEnabled: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_setUp: (a: number, b: number) => void; readonly rawkinematiccharactercontroller_slideEnabled: (a: number) => number; readonly rawkinematiccharactercontroller_snapToGroundDistance: (a: number) => number; readonly rawkinematiccharactercontroller_snapToGroundEnabled: (a: number) => number; readonly rawmultibodyjointset_contains: (a: number, b: number) => number; readonly rawmultibodyjointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawmultibodyjointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void; readonly rawmultibodyjointset_forEachJointHandle: (a: number, b: number) => void; readonly rawmultibodyjointset_jointAnchor1: (a: number, b: number) => number; readonly rawmultibodyjointset_jointAnchor2: (a: number, b: number) => number; readonly rawmultibodyjointset_jointContactsEnabled: (a: number, b: number) => number; readonly rawmultibodyjointset_jointFrameX1: (a: number, b: number) => number; readonly rawmultibodyjointset_jointFrameX2: (a: number, b: number) => number; readonly rawmultibodyjointset_jointLimitsEnabled: (a: number, b: number, c: number) => number; readonly rawmultibodyjointset_jointLimitsMax: (a: number, b: number, c: number) => number; readonly rawmultibodyjointset_jointLimitsMin: (a: number, b: number, c: number) => number; readonly rawmultibodyjointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void; readonly rawmultibodyjointset_jointType: (a: number, b: number) => number; readonly rawmultibodyjointset_new: () => number; readonly rawmultibodyjointset_remove: (a: number, b: number, c: number) => void; readonly rawnarrowphase_contact_pair: (a: number, b: number, c: number) => number; readonly rawnarrowphase_contact_pairs_with: (a: number, b: number, c: number) => void; readonly rawnarrowphase_intersection_pair: (a: number, b: number, c: number) => number; readonly rawnarrowphase_intersection_pairs_with: (a: number, b: number, c: number) => void; readonly rawnarrowphase_new: () => number; readonly rawphysicspipeline_is_profiler_enabled: (a: number) => number; readonly rawphysicspipeline_new: () => number; readonly rawphysicspipeline_set_profiler_enabled: (a: number, b: number) => void; readonly 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; readonly 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; readonly rawphysicspipeline_timing_broad_phase: (a: number) => number; readonly rawphysicspipeline_timing_ccd: (a: number) => number; readonly rawphysicspipeline_timing_ccd_broad_phase: (a: number) => number; readonly rawphysicspipeline_timing_ccd_narrow_phase: (a: number) => number; readonly rawphysicspipeline_timing_ccd_solver: (a: number) => number; readonly rawphysicspipeline_timing_ccd_toi_computation: (a: number) => number; readonly rawphysicspipeline_timing_collision_detection: (a: number) => number; readonly rawphysicspipeline_timing_island_construction: (a: number) => number; readonly rawphysicspipeline_timing_narrow_phase: (a: number) => number; readonly rawphysicspipeline_timing_solver: (a: number) => number; readonly rawphysicspipeline_timing_step: (a: number) => number; readonly rawphysicspipeline_timing_user_changes: (a: number) => number; readonly rawphysicspipeline_timing_velocity_assembly: (a: number) => number; readonly rawphysicspipeline_timing_velocity_resolution: (a: number) => number; readonly rawphysicspipeline_timing_velocity_update: (a: number) => number; readonly rawphysicspipeline_timing_velocity_writeback: (a: number) => number; readonly rawpidcontroller_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawpidcontroller_apply_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void; readonly rawpidcontroller_apply_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void; readonly rawpidcontroller_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawpidcontroller_new: (a: number, b: number, c: number, d: number) => number; readonly rawpidcontroller_reset_integrals: (a: number) => void; readonly rawpidcontroller_set_axes_mask: (a: number, b: number) => void; readonly rawpidcontroller_set_kd: (a: number, b: number, c: number) => void; readonly rawpidcontroller_set_ki: (a: number, b: number, c: number) => void; readonly rawpidcontroller_set_kp: (a: number, b: number, c: number) => void; readonly rawpointcolliderprojection_colliderHandle: (a: number) => number; readonly rawpointcolliderprojection_featureId: (a: number) => number; readonly rawpointcolliderprojection_featureType: (a: number) => number; readonly rawpointcolliderprojection_isInside: (a: number) => number; readonly rawpointcolliderprojection_point: (a: number) => number; readonly rawpointprojection_isInside: (a: number) => number; readonly rawpointprojection_point: (a: number) => number; readonly rawrigidbodyset_contains: (a: number, b: number) => number; readonly 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; readonly rawrigidbodyset_forEachRigidBodyHandle: (a: number, b: number) => void; readonly rawrigidbodyset_len: (a: number) => number; readonly rawrigidbodyset_new: () => number; readonly rawrigidbodyset_propagateModifiedBodyPositionsToColliders: (a: number, b: number) => void; readonly rawrigidbodyset_rbAddForce: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbAddForceAtPoint: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawrigidbodyset_rbAddTorque: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbAdditionalSolverIterations: (a: number, b: number) => number; readonly rawrigidbodyset_rbAngularDamping: (a: number, b: number) => number; readonly rawrigidbodyset_rbAngvel: (a: number, b: number) => number; readonly rawrigidbodyset_rbApplyImpulse: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbApplyImpulseAtPoint: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawrigidbodyset_rbApplyTorqueImpulse: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbBodyType: (a: number, b: number) => number; readonly rawrigidbodyset_rbCollider: (a: number, b: number, c: number) => number; readonly rawrigidbodyset_rbDominanceGroup: (a: number, b: number) => number; readonly rawrigidbodyset_rbEffectiveAngularInertia: (a: number, b: number) => number; readonly rawrigidbodyset_rbEffectiveInvMass: (a: number, b: number) => number; readonly rawrigidbodyset_rbEffectiveWorldInvInertia: (a: number, b: number) => number; readonly rawrigidbodyset_rbEnableCcd: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbGravityScale: (a: number, b: number) => number; readonly rawrigidbodyset_rbInvMass: (a: number, b: number) => number; readonly rawrigidbodyset_rbInvPrincipalInertia: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsCcdEnabled: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsDynamic: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsEnabled: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsFixed: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsKinematic: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsMoving: (a: number, b: number) => number; readonly rawrigidbodyset_rbIsSleeping: (a: number, b: number) => number; readonly rawrigidbodyset_rbLinearDamping: (a: number, b: number) => number; readonly rawrigidbodyset_rbLinvel: (a: number, b: number) => number; readonly rawrigidbodyset_rbLocalCom: (a: number, b: number) => number; readonly rawrigidbodyset_rbLockRotations: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbLockTranslations: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbMass: (a: number, b: number) => number; readonly rawrigidbodyset_rbNextRotation: (a: number, b: number) => number; readonly rawrigidbodyset_rbNextTranslation: (a: number, b: number) => number; readonly rawrigidbodyset_rbNumColliders: (a: number, b: number) => number; readonly rawrigidbodyset_rbPrincipalInertia: (a: number, b: number) => number; readonly rawrigidbodyset_rbRecomputeMassPropertiesFromColliders: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbResetForces: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbResetTorques: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbRotation: (a: number, b: number) => number; readonly rawrigidbodyset_rbSetAdditionalMass: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetAdditionalMassProperties: (a: number, b: number, c: number, d: number, e: number, f: number) => void; readonly rawrigidbodyset_rbSetAdditionalSolverIterations: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetAngularDamping: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetAngvel: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetBodyType: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetDominanceGroup: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetEnabled: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetEnabledTranslations: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawrigidbodyset_rbSetGravityScale: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetLinearDamping: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetLinvel: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetNextKinematicRotation: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetNextKinematicTranslation: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetRotation: (a: number, b: number, c: number, d: number) => void; readonly rawrigidbodyset_rbSetSoftCcdPrediction: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSetTranslation: (a: number, b: number, c: number, d: number, e: number) => void; readonly rawrigidbodyset_rbSetUserData: (a: number, b: number, c: number) => void; readonly rawrigidbodyset_rbSleep: (a: number, b: number) => void; readonly rawrigidbodyset_rbSoftCcdPrediction: (a: number, b: number) => number; readonly rawrigidbodyset_rbTranslation: (a: number, b: number) => number; readonly rawrigidbodyset_rbUserData: (a: number, b: number) => number; readonly rawrigidbodyset_rbUserForce: (a: number, b: number) => number; readonly rawrigidbodyset_rbUserTorque: (a: number, b: number) => number; readonly rawrigidbodyset_rbVelocityAtPoint: (a: number, b: number, c: number) => number; readonly rawrigidbodyset_rbWakeUp: (a: number, b: number) => void; readonly rawrigidbodyset_rbWorldCom: (a: number, b: number) => number; readonly rawrigidbodyset_remove: (a: number, b: number, c: number, d: number, e: number, f: number) => void; readonly rawrotation_angle: (a: number) => number; readonly rawrotation_fromAngle: (a: number) => number; readonly rawrotation_identity: () => number; readonly rawserializationpipeline_deserializeAll: (a: number, b: number) => number; readonly rawserializationpipeline_serializeAll: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number; readonly rawshape_ball: (a: number) => number; readonly rawshape_capsule: (a: number, b: number) => number; readonly rawshape_castRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number; readonly rawshape_castRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number; readonly 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; readonly rawshape_contactShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number; readonly rawshape_containsPoint: (a: number, b: number, c: number, d: number) => number; readonly rawshape_convexHull: (a: number, b: number) => number; readonly rawshape_convexPolyline: (a: number, b: number) => number; readonly rawshape_cuboid: (a: number, b: number) => number; readonly rawshape_halfspace: (a: number) => number; readonly rawshape_heightfield: (a: number, b: number, c: number) => number; readonly rawshape_intersectsRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawshape_intersectsShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number; readonly rawshape_polyline: (a: number, b: number, c: number, d: number) => number; readonly rawshape_projectPoint: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawshape_roundConvexHull: (a: number, b: number, c: number) => number; readonly rawshape_roundConvexPolyline: (a: number, b: number, c: number) => number; readonly rawshape_roundCuboid: (a: number, b: number, c: number) => number; readonly rawshape_roundTriangle: (a: number, b: number, c: number, d: number) => number; readonly rawshape_segment: (a: number, b: number) => number; readonly rawshape_triangle: (a: number, b: number, c: number) => number; readonly rawshape_trimesh: (a: number, b: number, c: number, d: number, e: number) => number; readonly rawshape_voxels: (a: number, b: number, c: number) => number; readonly rawshape_voxelsFromPoints: (a: number, b: number, c: number) => number; readonly rawshapecasthit_witness1: (a: number) => number; readonly rawvector_new: (a: number, b: number) => number; readonly rawvector_set_y: (a: number, b: number) => void; readonly rawvector_xy: (a: number) => number; readonly rawvector_yx: (a: number) => number; readonly rawvector_zero: () => number; readonly version: (a: number) => void; readonly rawcolliderset_isHandleValid: (a: number, b: number) => number; readonly rawvector_set_x: (a: number, b: number) => void; readonly reserve_memory: (a: number) => void; readonly rawraycolliderintersection_featureId: (a: number) => number; readonly rawrayintersection_featureId: (a: number) => number; readonly rawcontactforceevent_collider1: (a: number) => number; readonly rawintegrationparameters_normalizedAllowedLinearError: (a: number) => number; readonly rawintegrationparameters_normalizedPredictionDistance: (a: number) => number; readonly rawraycolliderhit_colliderHandle: (a: number) => number; readonly rawraycolliderhit_timeOfImpact: (a: number) => number; readonly rawraycolliderintersection_colliderHandle: (a: number) => number; readonly rawraycolliderintersection_featureType: (a: number) => number; readonly rawraycolliderintersection_time_of_impact: (a: number) => number; readonly rawrayintersection_featureType: (a: number) => number; readonly rawrayintersection_time_of_impact: (a: number) => number; readonly rawrotation_im: (a: number) => number; readonly rawrotation_re: (a: number) => number; readonly rawshapecasthit_time_of_impact: (a: number) => number; readonly rawshapecontact_distance: (a: number) => number; readonly rawvector_x: (a: number) => number; readonly rawvector_y: (a: number) => number; readonly __wbg_rawcontactpair_free: (a: number, b: number) => void; readonly __wbg_rawraycolliderhit_free: (a: number, b: number) => void; readonly __wbg_rawraycolliderintersection_free: (a: number, b: number) => void; readonly __wbg_rawserializationpipeline_free: (a: number, b: number) => void; readonly __wbg_rawshapecasthit_free: (a: number, b: number) => void; readonly rawcontactforceevent_max_force_direction: (a: number) => number; readonly rawkinematiccharactercontroller_up: (a: number) => number; readonly rawraycolliderintersection_normal: (a: number) => number; readonly rawrayintersection_normal: (a: number) => number; readonly rawshapecasthit_normal1: (a: number) => number; readonly rawshapecasthit_normal2: (a: number) => number; readonly rawshapecasthit_witness2: (a: number) => number; readonly rawshapecontact_normal1: (a: number) => number; readonly rawshapecontact_normal2: (a: number) => number; readonly rawshapecontact_point1: (a: number) => number; readonly rawshapecontact_point2: (a: number) => number; readonly rawccdsolver_new: () => number; readonly rawserializationpipeline_new: () => number; readonly __wbindgen_export_0: (a: number) => void; readonly __wbindgen_add_to_stack_pointer: (a: number) => number; readonly __wbindgen_export_1: (a: number, b: number, c: number) => void; readonly __wbindgen_export_2: (a: number, b: number) => number; } export type SyncInitInput = BufferSource | WebAssembly.Module; /** * Instantiates the given `module`, which can either be bytes or * a precompiled `WebAssembly.Module`. * * @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated. * * @returns {InitOutput} */ export function initSync(module: { module: SyncInitInput } | SyncInitInput): InitOutput; /** * If `module_or_path` is {RequestInfo} or {URL}, makes a request and * for everything else, calls `WebAssembly.instantiate` directly. * * @param {{ module_or_path: InitInput | Promise }} module_or_path - Passing `InitInput` directly is deprecated. * * @returns {Promise} */ export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise } | InitInput | Promise): Promise;