@newkrok/nape-js 3.3.38 → 3.3.39

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.cts CHANGED
@@ -2025,7 +2025,7 @@ type Any$x = any;
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  /**
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  * A rigid body in the physics simulation.
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  *
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- * Fully modernized — uses ZPP_Body directly (extracted to TypeScript).
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+ * Fully modernized — all methods implemented directly using ZPP_Body.
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  */
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  declare class Body extends Interactor {
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  static __name__: string[];
@@ -2033,57 +2033,6 @@ declare class Body extends Interactor {
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  /** Direct access to the extracted internal ZPP_Body. */
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  zpp_inner: ZPP_Body;
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  debugDraw: boolean;
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- /** @internal */ set_type: (type: Any$x) => Any$x;
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- /** @internal */ set_position: (position: Any$x) => Any$x;
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- /** @internal */ set_rotation: (rotation: number) => number;
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- /** @internal */ set_velocity: (velocity: Any$x) => Any$x;
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- /** @internal */ set_angularVel: (angularVel: number) => number;
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- /** @internal */ set_kinematicVel: (kinematicVel: Any$x) => Any$x;
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- /** @internal */ set_kinAngVel: (kinAngVel: number) => number;
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- /** @internal */ set_surfaceVel: (surfaceVel: Any$x) => Any$x;
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- /** @internal */ set_force: (force: Any$x) => Any$x;
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- /** @internal */ set_torque: (torque: number) => number;
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- /** @internal */ get_mass: () => number;
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- /** @internal */ set_mass: (mass: number) => number;
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- /** @internal */ get_inertia: () => number;
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- /** @internal */ set_inertia: (inertia: number) => number;
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- /** @internal */ get_gravMass: () => number;
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- /** @internal */ set_gravMass: (gravMass: number) => number;
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- /** @internal */ get_gravMassScale: () => number;
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- /** @internal */ set_gravMassScale: (gravMassScale: number) => number;
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- /** @internal */ set_allowMovement: (v: boolean) => boolean;
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- /** @internal */ set_allowRotation: (v: boolean) => boolean;
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- /** @internal */ set_space: (space: Any$x) => Any$x;
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- /** @internal */ set_compound: (compound: Any$x) => Any$x;
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- /** @internal */ get_localCOM: () => Any$x;
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- /** @internal */ get_worldCOM: () => Any$x;
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- /** @internal */ integrate: (deltaTime: number) => Any$x;
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- /** @internal */ applyImpulse: (impulse: Any$x, pos?: Any$x, sleepable?: boolean) => void;
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- /** @internal */ applyAngularImpulse: (impulse: number, sleepable?: boolean) => void;
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- /** @internal */ setVelocityFromTarget: (targetPosition: Any$x, targetRotation: number, deltaTime: number) => Any$x;
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- /** @internal */ localPointToWorld: (point: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ worldPointToLocal: (point: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ localVectorToWorld: (vector: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ worldVectorToLocal: (vector: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ translateShapes: (translation: Any$x) => void;
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- /** @internal */ rotateShapes: (angle: number) => void;
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- /** @internal */ scaleShapes: (scaleX: number, scaleY: number) => void;
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- /** @internal */ align: () => void;
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- /** @internal */ rotate: (centre: Any$x, angle: number) => void;
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- /** @internal */ setShapeMaterials: (material: Any$x) => void;
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- /** @internal */ setShapeFilters: (filter: Any$x) => void;
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- /** @internal */ setShapeFluidProperties: (fluidProperties: Any$x) => void;
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- /** @internal */ contains: (point: Any$x) => boolean;
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- /** @internal */ crushFactor: () => number;
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- /** @internal */ connectedBodies: (depth?: number, output?: Any$x) => Any$x;
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- /** @internal */ interactingBodies: (type?: Any$x, depth?: number, output?: Any$x) => Any$x;
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- /** @internal */ get_massMode: () => Any$x;
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- /** @internal */ set_massMode: (mode: Any$x) => Any$x;
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- /** @internal */ get_inertiaMode: () => Any$x;
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- /** @internal */ set_inertiaMode: (mode: Any$x) => Any$x;
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- /** @internal */ get_gravMassMode: () => Any$x;
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- /** @internal */ set_gravMassMode: (mode: Any$x) => Any$x;
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- /** @internal */ _toString: () => string;
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  constructor(type?: BodyType, position?: Vec2);
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  /** @internal */
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  static _wrap(inner: NapeInner): Body;
@@ -2138,34 +2087,101 @@ declare class Body extends Interactor {
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  get constraintVelocity(): Vec2;
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  get localCOM(): Vec2;
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  get worldCOM(): Vec2;
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+ get massMode(): Any$x;
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+ set massMode(value: Any$x);
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+ get inertiaMode(): Any$x;
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+ set inertiaMode(value: Any$x);
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+ get gravMassMode(): Any$x;
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+ set gravMassMode(value: Any$x);
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  copy(): Body;
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  toString(): string;
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  get_type(): Any$x;
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+ set_type(type: Any$x): Any$x;
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  get_shapes(): Any$x;
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  get_isBullet(): boolean;
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  set_isBullet(v: boolean): boolean;
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  get_disableCCD(): boolean;
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  set_disableCCD(v: boolean): boolean;
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  get_position(): Any$x;
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+ set_position(position: Any$x): Any$x;
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  get_velocity(): Any$x;
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+ set_velocity(velocity: Any$x): Any$x;
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  get_rotation(): number;
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+ set_rotation(rotation: number): number;
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  get_angularVel(): number;
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+ set_angularVel(angularVel: number): number;
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  get_kinematicVel(): Any$x;
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+ set_kinematicVel(kinematicVel: Any$x): Any$x;
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  get_kinAngVel(): number;
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+ set_kinAngVel(kinAngVel: number): number;
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  get_surfaceVel(): Any$x;
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+ set_surfaceVel(surfaceVel: Any$x): Any$x;
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  get_force(): Any$x;
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+ set_force(force: Any$x): Any$x;
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  get_torque(): number;
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+ set_torque(torque: number): number;
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  get_bounds(): Any$x;
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  get_constraintVelocity(): Any$x;
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  get_constraintMass(): number;
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  get_constraintInertia(): number;
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  get_allowMovement(): boolean;
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+ set_allowMovement(allowMovement: boolean): boolean;
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  get_allowRotation(): boolean;
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+ set_allowRotation(allowRotation: boolean): boolean;
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  get_isSleeping(): boolean;
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  get_compound(): Any$x;
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+ set_compound(compound: Any$x): Any$x;
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  get_space(): Any$x;
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+ set_space(space: Any$x): Any$x;
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  get_arbiters(): Any$x;
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  get_constraints(): Any$x;
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+ get_massMode(): Any$x;
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+ set_massMode(massMode: Any$x): Any$x;
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+ get_mass(): number;
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+ set_mass(mass: number): number;
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+ get_gravMassMode(): Any$x;
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+ set_gravMassMode(gravMassMode: Any$x): Any$x;
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+ get_gravMass(): number;
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+ set_gravMass(gravMass: number): number;
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+ get_gravMassScale(): number;
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+ set_gravMassScale(gravMassScale: number): number;
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+ get_inertiaMode(): Any$x;
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+ set_inertiaMode(inertiaMode: Any$x): Any$x;
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+ get_inertia(): number;
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+ set_inertia(inertia: number): number;
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+ get_localCOM(): Any$x;
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+ get_worldCOM(): Any$x;
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+ integrate(deltaTime: number): Body;
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+ localPointToWorld(point: Vec2, weak?: boolean): Vec2;
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+ worldPointToLocal(point: Vec2, weak?: boolean): Vec2;
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+ localVectorToWorld(vector: Vec2, weak?: boolean): Vec2;
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+ worldVectorToLocal(vector: Vec2, weak?: boolean): Vec2;
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+ applyImpulse(impulse: Vec2, pos?: Vec2, sleepable?: boolean): Body;
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+ applyAngularImpulse(impulse: number, sleepable?: boolean): Body;
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+ setVelocityFromTarget(targetPosition: Vec2, targetRotation: number, deltaTime: number): Body;
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+ translateShapes(translation: Vec2): Body;
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+ rotateShapes(angle: number): Body;
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+ scaleShapes(scaleX: number, scaleY: number): Body;
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+ transformShapes(matrix: Any$x): Body;
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+ align(): Body;
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+ rotate(centre: Vec2, angle: number): Body;
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+ setShapeMaterials(material: Any$x): Body;
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+ setShapeFilters(filter: Any$x): Body;
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+ setShapeFluidProperties(fluidProperties: Any$x): Body;
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+ contains(point: Vec2): boolean;
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+ connectedBodies(depth?: number, output?: Any$x): Any$x;
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+ interactingBodies(type?: Any$x, depth?: number, output?: Any$x): Any$x;
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+ normalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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+ tangentImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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+ totalContactsImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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+ rollingImpulse(body?: Any$x, freshOnly?: boolean): number;
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+ buoyancyImpulse(body?: Any$x): Vec3;
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+ dragImpulse(body?: Any$x): Vec3;
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+ totalFluidImpulse(body?: Any$x): Vec3;
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+ constraintsImpulse(): Vec3;
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+ totalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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+ crushFactor(): number;
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+ private _arbiterImpulseQuery;
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  }
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  /**
package/dist/index.d.ts CHANGED
@@ -2025,7 +2025,7 @@ type Any$x = any;
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  /**
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  * A rigid body in the physics simulation.
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2027
  *
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- * Fully modernized — uses ZPP_Body directly (extracted to TypeScript).
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+ * Fully modernized — all methods implemented directly using ZPP_Body.
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  */
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  declare class Body extends Interactor {
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  static __name__: string[];
@@ -2033,57 +2033,6 @@ declare class Body extends Interactor {
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  /** Direct access to the extracted internal ZPP_Body. */
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  zpp_inner: ZPP_Body;
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  debugDraw: boolean;
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- /** @internal */ set_type: (type: Any$x) => Any$x;
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- /** @internal */ set_position: (position: Any$x) => Any$x;
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- /** @internal */ set_rotation: (rotation: number) => number;
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- /** @internal */ set_velocity: (velocity: Any$x) => Any$x;
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- /** @internal */ set_angularVel: (angularVel: number) => number;
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- /** @internal */ set_kinematicVel: (kinematicVel: Any$x) => Any$x;
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- /** @internal */ set_kinAngVel: (kinAngVel: number) => number;
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- /** @internal */ set_surfaceVel: (surfaceVel: Any$x) => Any$x;
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- /** @internal */ set_force: (force: Any$x) => Any$x;
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- /** @internal */ set_torque: (torque: number) => number;
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- /** @internal */ get_mass: () => number;
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- /** @internal */ set_mass: (mass: number) => number;
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- /** @internal */ get_inertia: () => number;
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- /** @internal */ set_inertia: (inertia: number) => number;
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- /** @internal */ get_gravMass: () => number;
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- /** @internal */ set_gravMass: (gravMass: number) => number;
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- /** @internal */ get_gravMassScale: () => number;
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- /** @internal */ set_gravMassScale: (gravMassScale: number) => number;
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- /** @internal */ set_allowMovement: (v: boolean) => boolean;
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- /** @internal */ set_allowRotation: (v: boolean) => boolean;
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- /** @internal */ set_space: (space: Any$x) => Any$x;
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- /** @internal */ set_compound: (compound: Any$x) => Any$x;
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- /** @internal */ get_localCOM: () => Any$x;
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- /** @internal */ get_worldCOM: () => Any$x;
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- /** @internal */ integrate: (deltaTime: number) => Any$x;
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- /** @internal */ applyImpulse: (impulse: Any$x, pos?: Any$x, sleepable?: boolean) => void;
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- /** @internal */ applyAngularImpulse: (impulse: number, sleepable?: boolean) => void;
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- /** @internal */ setVelocityFromTarget: (targetPosition: Any$x, targetRotation: number, deltaTime: number) => Any$x;
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- /** @internal */ localPointToWorld: (point: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ worldPointToLocal: (point: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ localVectorToWorld: (vector: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ worldVectorToLocal: (vector: Any$x, weak?: boolean) => Any$x;
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- /** @internal */ translateShapes: (translation: Any$x) => void;
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- /** @internal */ rotateShapes: (angle: number) => void;
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- /** @internal */ scaleShapes: (scaleX: number, scaleY: number) => void;
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- /** @internal */ align: () => void;
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- /** @internal */ rotate: (centre: Any$x, angle: number) => void;
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- /** @internal */ setShapeMaterials: (material: Any$x) => void;
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- /** @internal */ setShapeFilters: (filter: Any$x) => void;
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- /** @internal */ setShapeFluidProperties: (fluidProperties: Any$x) => void;
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- /** @internal */ contains: (point: Any$x) => boolean;
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- /** @internal */ crushFactor: () => number;
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- /** @internal */ connectedBodies: (depth?: number, output?: Any$x) => Any$x;
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- /** @internal */ interactingBodies: (type?: Any$x, depth?: number, output?: Any$x) => Any$x;
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- /** @internal */ get_massMode: () => Any$x;
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- /** @internal */ set_massMode: (mode: Any$x) => Any$x;
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- /** @internal */ get_inertiaMode: () => Any$x;
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- /** @internal */ set_inertiaMode: (mode: Any$x) => Any$x;
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- /** @internal */ get_gravMassMode: () => Any$x;
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- /** @internal */ set_gravMassMode: (mode: Any$x) => Any$x;
2086
- /** @internal */ _toString: () => string;
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  constructor(type?: BodyType, position?: Vec2);
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  /** @internal */
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  static _wrap(inner: NapeInner): Body;
@@ -2138,34 +2087,101 @@ declare class Body extends Interactor {
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  get constraintVelocity(): Vec2;
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  get localCOM(): Vec2;
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  get worldCOM(): Vec2;
2090
+ get massMode(): Any$x;
2091
+ set massMode(value: Any$x);
2092
+ get inertiaMode(): Any$x;
2093
+ set inertiaMode(value: Any$x);
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+ get gravMassMode(): Any$x;
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+ set gravMassMode(value: Any$x);
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  copy(): Body;
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  toString(): string;
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  get_type(): Any$x;
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+ set_type(type: Any$x): Any$x;
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  get_shapes(): Any$x;
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  get_isBullet(): boolean;
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  set_isBullet(v: boolean): boolean;
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  get_disableCCD(): boolean;
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  set_disableCCD(v: boolean): boolean;
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  get_position(): Any$x;
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+ set_position(position: Any$x): Any$x;
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  get_velocity(): Any$x;
2108
+ set_velocity(velocity: Any$x): Any$x;
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  get_rotation(): number;
2110
+ set_rotation(rotation: number): number;
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  get_angularVel(): number;
2112
+ set_angularVel(angularVel: number): number;
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  get_kinematicVel(): Any$x;
2114
+ set_kinematicVel(kinematicVel: Any$x): Any$x;
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2115
  get_kinAngVel(): number;
2116
+ set_kinAngVel(kinAngVel: number): number;
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  get_surfaceVel(): Any$x;
2118
+ set_surfaceVel(surfaceVel: Any$x): Any$x;
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2119
  get_force(): Any$x;
2120
+ set_force(force: Any$x): Any$x;
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  get_torque(): number;
2122
+ set_torque(torque: number): number;
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  get_bounds(): Any$x;
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2124
  get_constraintVelocity(): Any$x;
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  get_constraintMass(): number;
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  get_constraintInertia(): number;
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  get_allowMovement(): boolean;
2128
+ set_allowMovement(allowMovement: boolean): boolean;
2163
2129
  get_allowRotation(): boolean;
2130
+ set_allowRotation(allowRotation: boolean): boolean;
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  get_isSleeping(): boolean;
2165
2132
  get_compound(): Any$x;
2133
+ set_compound(compound: Any$x): Any$x;
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2134
  get_space(): Any$x;
2135
+ set_space(space: Any$x): Any$x;
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2136
  get_arbiters(): Any$x;
2168
2137
  get_constraints(): Any$x;
2138
+ get_massMode(): Any$x;
2139
+ set_massMode(massMode: Any$x): Any$x;
2140
+ get_mass(): number;
2141
+ set_mass(mass: number): number;
2142
+ get_gravMassMode(): Any$x;
2143
+ set_gravMassMode(gravMassMode: Any$x): Any$x;
2144
+ get_gravMass(): number;
2145
+ set_gravMass(gravMass: number): number;
2146
+ get_gravMassScale(): number;
2147
+ set_gravMassScale(gravMassScale: number): number;
2148
+ get_inertiaMode(): Any$x;
2149
+ set_inertiaMode(inertiaMode: Any$x): Any$x;
2150
+ get_inertia(): number;
2151
+ set_inertia(inertia: number): number;
2152
+ get_localCOM(): Any$x;
2153
+ get_worldCOM(): Any$x;
2154
+ integrate(deltaTime: number): Body;
2155
+ localPointToWorld(point: Vec2, weak?: boolean): Vec2;
2156
+ worldPointToLocal(point: Vec2, weak?: boolean): Vec2;
2157
+ localVectorToWorld(vector: Vec2, weak?: boolean): Vec2;
2158
+ worldVectorToLocal(vector: Vec2, weak?: boolean): Vec2;
2159
+ applyImpulse(impulse: Vec2, pos?: Vec2, sleepable?: boolean): Body;
2160
+ applyAngularImpulse(impulse: number, sleepable?: boolean): Body;
2161
+ setVelocityFromTarget(targetPosition: Vec2, targetRotation: number, deltaTime: number): Body;
2162
+ translateShapes(translation: Vec2): Body;
2163
+ rotateShapes(angle: number): Body;
2164
+ scaleShapes(scaleX: number, scaleY: number): Body;
2165
+ transformShapes(matrix: Any$x): Body;
2166
+ align(): Body;
2167
+ rotate(centre: Vec2, angle: number): Body;
2168
+ setShapeMaterials(material: Any$x): Body;
2169
+ setShapeFilters(filter: Any$x): Body;
2170
+ setShapeFluidProperties(fluidProperties: Any$x): Body;
2171
+ contains(point: Vec2): boolean;
2172
+ connectedBodies(depth?: number, output?: Any$x): Any$x;
2173
+ interactingBodies(type?: Any$x, depth?: number, output?: Any$x): Any$x;
2174
+ normalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
2175
+ tangentImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
2176
+ totalContactsImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
2177
+ rollingImpulse(body?: Any$x, freshOnly?: boolean): number;
2178
+ buoyancyImpulse(body?: Any$x): Vec3;
2179
+ dragImpulse(body?: Any$x): Vec3;
2180
+ totalFluidImpulse(body?: Any$x): Vec3;
2181
+ constraintsImpulse(): Vec3;
2182
+ totalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
2183
+ crushFactor(): number;
2184
+ private _arbiterImpulseQuery;
2169
2185
  }
2170
2186
 
2171
2187
  /**