@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.cjs +4985 -8915
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +68 -52
- package/dist/index.d.ts +68 -52
- package/dist/index.js +4985 -8915
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/dist/index.d.cts
CHANGED
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@@ -2025,7 +2025,7 @@ type Any$x = any;
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/**
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* A rigid body in the physics simulation.
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*
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2028
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-
* Fully modernized —
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+
* Fully modernized — all methods implemented directly using ZPP_Body.
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*/
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declare class Body extends Interactor {
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static __name__: string[];
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@@ -2033,57 +2033,6 @@ declare class Body extends Interactor {
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/** Direct access to the extracted internal ZPP_Body. */
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zpp_inner: ZPP_Body;
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debugDraw: boolean;
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-
/** @internal */ set_type: (type: Any$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$x;
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-
/** @internal */ set_torque: (torque: number) => number;
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-
/** @internal */ get_mass: () => number;
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/** @internal */ set_mass: (mass: number) => number;
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2048
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-
/** @internal */ get_inertia: () => number;
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2049
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/** @internal */ set_inertia: (inertia: number) => number;
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/** @internal */ get_gravMass: () => number;
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/** @internal */ set_gravMass: (gravMass: number) => number;
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/** @internal */ get_gravMassScale: () => number;
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-
/** @internal */ set_gravMassScale: (gravMassScale: number) => number;
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-
/** @internal */ set_allowMovement: (v: boolean) => boolean;
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-
/** @internal */ set_allowRotation: (v: boolean) => boolean;
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-
/** @internal */ set_space: (space: Any$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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2059
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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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2068
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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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2078
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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;
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@@ -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$x;
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2144
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get_gravMass(): number;
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2145
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set_gravMass(gravMass: number): number;
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2146
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get_gravMassScale(): number;
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2147
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set_gravMassScale(gravMassScale: number): number;
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2148
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+
get_inertiaMode(): Any$x;
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2149
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set_inertiaMode(inertiaMode: Any$x): Any$x;
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2150
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get_inertia(): number;
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2151
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set_inertia(inertia: number): number;
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2152
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+
get_localCOM(): Any$x;
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2153
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+
get_worldCOM(): Any$x;
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2154
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+
integrate(deltaTime: number): Body;
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2155
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+
localPointToWorld(point: Vec2, weak?: boolean): Vec2;
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2156
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+
worldPointToLocal(point: Vec2, weak?: boolean): Vec2;
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2157
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+
localVectorToWorld(vector: Vec2, weak?: boolean): Vec2;
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2158
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+
worldVectorToLocal(vector: Vec2, weak?: boolean): Vec2;
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2159
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applyImpulse(impulse: Vec2, pos?: Vec2, sleepable?: boolean): Body;
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2160
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+
applyAngularImpulse(impulse: number, sleepable?: boolean): Body;
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2161
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+
setVelocityFromTarget(targetPosition: Vec2, targetRotation: number, deltaTime: number): Body;
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2162
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+
translateShapes(translation: Vec2): Body;
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2163
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+
rotateShapes(angle: number): Body;
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2164
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+
scaleShapes(scaleX: number, scaleY: number): Body;
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2165
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transformShapes(matrix: Any$x): Body;
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2166
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align(): Body;
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2167
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rotate(centre: Vec2, angle: number): Body;
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2168
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+
setShapeMaterials(material: Any$x): Body;
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2169
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setShapeFilters(filter: Any$x): Body;
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2170
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setShapeFluidProperties(fluidProperties: Any$x): Body;
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2171
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contains(point: Vec2): boolean;
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2172
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+
connectedBodies(depth?: number, output?: Any$x): Any$x;
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2173
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+
interactingBodies(type?: Any$x, depth?: number, output?: Any$x): Any$x;
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2174
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+
normalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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2175
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+
tangentImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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2176
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+
totalContactsImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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2177
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+
rollingImpulse(body?: Any$x, freshOnly?: boolean): number;
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2178
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+
buoyancyImpulse(body?: Any$x): Vec3;
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2179
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+
dragImpulse(body?: Any$x): Vec3;
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2180
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+
totalFluidImpulse(body?: Any$x): Vec3;
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2181
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+
constraintsImpulse(): Vec3;
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2182
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+
totalImpulse(body?: Any$x, freshOnly?: boolean): Vec3;
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2183
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+
crushFactor(): number;
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2184
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+
private _arbiterImpulseQuery;
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2169
2185
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}
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2170
2186
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2171
2187
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/**
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package/dist/index.d.ts
CHANGED
|
@@ -2025,7 +2025,7 @@ type Any$x = any;
|
|
|
2025
2025
|
/**
|
|
2026
2026
|
* A rigid body in the physics simulation.
|
|
2027
2027
|
*
|
|
2028
|
-
* Fully modernized —
|
|
2028
|
+
* Fully modernized — all methods implemented directly using ZPP_Body.
|
|
2029
2029
|
*/
|
|
2030
2030
|
declare class Body extends Interactor {
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|
2031
2031
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static __name__: string[];
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|
@@ -2033,57 +2033,6 @@ declare class Body extends Interactor {
|
|
|
2033
2033
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/** Direct access to the extracted internal ZPP_Body. */
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|
2034
2034
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zpp_inner: ZPP_Body;
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2035
2035
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debugDraw: boolean;
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2036
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-
/** @internal */ set_type: (type: Any$x) => Any$x;
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2037
|
-
/** @internal */ set_position: (position: Any$x) => Any$x;
|
|
2038
|
-
/** @internal */ set_rotation: (rotation: number) => number;
|
|
2039
|
-
/** @internal */ set_velocity: (velocity: Any$x) => Any$x;
|
|
2040
|
-
/** @internal */ set_angularVel: (angularVel: number) => number;
|
|
2041
|
-
/** @internal */ set_kinematicVel: (kinematicVel: Any$x) => Any$x;
|
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2042
|
-
/** @internal */ set_kinAngVel: (kinAngVel: number) => number;
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2043
|
-
/** @internal */ set_surfaceVel: (surfaceVel: Any$x) => Any$x;
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|
2044
|
-
/** @internal */ set_force: (force: Any$x) => Any$x;
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|
2045
|
-
/** @internal */ set_torque: (torque: number) => number;
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2046
|
-
/** @internal */ get_mass: () => number;
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|
2047
|
-
/** @internal */ set_mass: (mass: number) => number;
|
|
2048
|
-
/** @internal */ get_inertia: () => number;
|
|
2049
|
-
/** @internal */ set_inertia: (inertia: number) => number;
|
|
2050
|
-
/** @internal */ get_gravMass: () => number;
|
|
2051
|
-
/** @internal */ set_gravMass: (gravMass: number) => number;
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|
2052
|
-
/** @internal */ get_gravMassScale: () => number;
|
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2053
|
-
/** @internal */ set_gravMassScale: (gravMassScale: number) => number;
|
|
2054
|
-
/** @internal */ set_allowMovement: (v: boolean) => boolean;
|
|
2055
|
-
/** @internal */ set_allowRotation: (v: boolean) => boolean;
|
|
2056
|
-
/** @internal */ set_space: (space: Any$x) => Any$x;
|
|
2057
|
-
/** @internal */ set_compound: (compound: Any$x) => Any$x;
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|
2058
|
-
/** @internal */ get_localCOM: () => Any$x;
|
|
2059
|
-
/** @internal */ get_worldCOM: () => Any$x;
|
|
2060
|
-
/** @internal */ integrate: (deltaTime: number) => Any$x;
|
|
2061
|
-
/** @internal */ applyImpulse: (impulse: Any$x, pos?: Any$x, sleepable?: boolean) => void;
|
|
2062
|
-
/** @internal */ applyAngularImpulse: (impulse: number, sleepable?: boolean) => void;
|
|
2063
|
-
/** @internal */ setVelocityFromTarget: (targetPosition: Any$x, targetRotation: number, deltaTime: number) => Any$x;
|
|
2064
|
-
/** @internal */ localPointToWorld: (point: Any$x, weak?: boolean) => Any$x;
|
|
2065
|
-
/** @internal */ worldPointToLocal: (point: Any$x, weak?: boolean) => Any$x;
|
|
2066
|
-
/** @internal */ localVectorToWorld: (vector: Any$x, weak?: boolean) => Any$x;
|
|
2067
|
-
/** @internal */ worldVectorToLocal: (vector: Any$x, weak?: boolean) => Any$x;
|
|
2068
|
-
/** @internal */ translateShapes: (translation: Any$x) => void;
|
|
2069
|
-
/** @internal */ rotateShapes: (angle: number) => void;
|
|
2070
|
-
/** @internal */ scaleShapes: (scaleX: number, scaleY: number) => void;
|
|
2071
|
-
/** @internal */ align: () => void;
|
|
2072
|
-
/** @internal */ rotate: (centre: Any$x, angle: number) => void;
|
|
2073
|
-
/** @internal */ setShapeMaterials: (material: Any$x) => void;
|
|
2074
|
-
/** @internal */ setShapeFilters: (filter: Any$x) => void;
|
|
2075
|
-
/** @internal */ setShapeFluidProperties: (fluidProperties: Any$x) => void;
|
|
2076
|
-
/** @internal */ contains: (point: Any$x) => boolean;
|
|
2077
|
-
/** @internal */ crushFactor: () => number;
|
|
2078
|
-
/** @internal */ connectedBodies: (depth?: number, output?: Any$x) => Any$x;
|
|
2079
|
-
/** @internal */ interactingBodies: (type?: Any$x, depth?: number, output?: Any$x) => Any$x;
|
|
2080
|
-
/** @internal */ get_massMode: () => Any$x;
|
|
2081
|
-
/** @internal */ set_massMode: (mode: Any$x) => Any$x;
|
|
2082
|
-
/** @internal */ get_inertiaMode: () => Any$x;
|
|
2083
|
-
/** @internal */ set_inertiaMode: (mode: Any$x) => Any$x;
|
|
2084
|
-
/** @internal */ get_gravMassMode: () => Any$x;
|
|
2085
|
-
/** @internal */ set_gravMassMode: (mode: Any$x) => Any$x;
|
|
2086
|
-
/** @internal */ _toString: () => string;
|
|
2087
2036
|
constructor(type?: BodyType, position?: Vec2);
|
|
2088
2037
|
/** @internal */
|
|
2089
2038
|
static _wrap(inner: NapeInner): Body;
|
|
@@ -2138,34 +2087,101 @@ declare class Body extends Interactor {
|
|
|
2138
2087
|
get constraintVelocity(): Vec2;
|
|
2139
2088
|
get localCOM(): Vec2;
|
|
2140
2089
|
get worldCOM(): Vec2;
|
|
2090
|
+
get massMode(): Any$x;
|
|
2091
|
+
set massMode(value: Any$x);
|
|
2092
|
+
get inertiaMode(): Any$x;
|
|
2093
|
+
set inertiaMode(value: Any$x);
|
|
2094
|
+
get gravMassMode(): Any$x;
|
|
2095
|
+
set gravMassMode(value: Any$x);
|
|
2141
2096
|
copy(): Body;
|
|
2142
2097
|
toString(): string;
|
|
2143
2098
|
get_type(): Any$x;
|
|
2099
|
+
set_type(type: Any$x): Any$x;
|
|
2144
2100
|
get_shapes(): Any$x;
|
|
2145
2101
|
get_isBullet(): boolean;
|
|
2146
2102
|
set_isBullet(v: boolean): boolean;
|
|
2147
2103
|
get_disableCCD(): boolean;
|
|
2148
2104
|
set_disableCCD(v: boolean): boolean;
|
|
2149
2105
|
get_position(): Any$x;
|
|
2106
|
+
set_position(position: Any$x): Any$x;
|
|
2150
2107
|
get_velocity(): Any$x;
|
|
2108
|
+
set_velocity(velocity: Any$x): Any$x;
|
|
2151
2109
|
get_rotation(): number;
|
|
2110
|
+
set_rotation(rotation: number): number;
|
|
2152
2111
|
get_angularVel(): number;
|
|
2112
|
+
set_angularVel(angularVel: number): number;
|
|
2153
2113
|
get_kinematicVel(): Any$x;
|
|
2114
|
+
set_kinematicVel(kinematicVel: Any$x): Any$x;
|
|
2154
2115
|
get_kinAngVel(): number;
|
|
2116
|
+
set_kinAngVel(kinAngVel: number): number;
|
|
2155
2117
|
get_surfaceVel(): Any$x;
|
|
2118
|
+
set_surfaceVel(surfaceVel: Any$x): Any$x;
|
|
2156
2119
|
get_force(): Any$x;
|
|
2120
|
+
set_force(force: Any$x): Any$x;
|
|
2157
2121
|
get_torque(): number;
|
|
2122
|
+
set_torque(torque: number): number;
|
|
2158
2123
|
get_bounds(): Any$x;
|
|
2159
2124
|
get_constraintVelocity(): Any$x;
|
|
2160
2125
|
get_constraintMass(): number;
|
|
2161
2126
|
get_constraintInertia(): number;
|
|
2162
2127
|
get_allowMovement(): boolean;
|
|
2128
|
+
set_allowMovement(allowMovement: boolean): boolean;
|
|
2163
2129
|
get_allowRotation(): boolean;
|
|
2130
|
+
set_allowRotation(allowRotation: boolean): boolean;
|
|
2164
2131
|
get_isSleeping(): boolean;
|
|
2165
2132
|
get_compound(): Any$x;
|
|
2133
|
+
set_compound(compound: Any$x): Any$x;
|
|
2166
2134
|
get_space(): Any$x;
|
|
2135
|
+
set_space(space: Any$x): Any$x;
|
|
2167
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
|
/**
|