@ts-defold/types 1.2.42 → 1.2.44
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/index.d.ts +93 -48
- package/package.json +1 -1
package/index.d.ts
CHANGED
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@@ -2,7 +2,7 @@
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/// <reference types="lua-types/5.1" />
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/// <reference types="@typescript-to-lua/language-extensions" />
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-
// DEFOLD. stable version 1.8.0 (
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5
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// DEFOLD. stable version 1.8.0 (526a6f58ce59402a0e9f8e15a29b707eee2ab943)
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// =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
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@@ -230,7 +230,7 @@ declare namespace b2d {
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* @param url the url to the game object collision component
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* @return body the body if successful. Otherwise `nil`.
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*/
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export function get_body(url: url): any
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export function get_body(url: string | hash | url): any
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/**
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* Get the Box2D world from the current collection
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@@ -261,214 +261,247 @@ declare namespace b2d.body {
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/**
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* Apply an angular impulse.
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* @param body body
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* @param impulse impulse the angular impulse in units of kg*m*m/s
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*/
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export function apply_angular_impulse(impulse: number): void
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export function apply_angular_impulse(body: any, impulse: number): void
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/**
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* Apply a force at a world point. If the force is not
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* applied at the center of mass, it will generate a torque and
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* affect the angular velocity. This wakes up the body.
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* @param body body
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* @param force the world force vector, usually in Newtons (N).
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* @param point the world position of the point of application.
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*/
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export function apply_force(force: vmath.vector3, point: vmath.vector3): void
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export function apply_force(body: any, force: vmath.vector3, point: vmath.vector3): void
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/**
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* Apply a force to the center of mass. This wakes up the body.
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* @param body body
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* @param force the world force vector, usually in Newtons (N).
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*/
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export function apply_force_to_center(force: vmath.vector3): void
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export function apply_force_to_center(body: any, force: vmath.vector3): void
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/**
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* Apply an impulse at a point. This immediately modifies the velocity.
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* It also modifies the angular velocity if the point of application
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* is not at the center of mass. This wakes up the body.
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* @param body body
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* @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
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* @param point the world position of the point of application.
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*/
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export function apply_linear_impulse(impulse: vmath.vector3, point: vmath.vector3): void
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export function apply_linear_impulse(body: any, impulse: vmath.vector3, point: vmath.vector3): void
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/**
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* Apply a torque. This affects the angular velocity
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* without affecting the linear velocity of the center of mass.
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* This wakes up the body.
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* @param body body
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* @param torque torque about the z-axis (out of the screen), usually in N-m.
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*/
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export function apply_torque(torque: number): void
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export function apply_torque(body: any, torque: number): void
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/**
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* Print the body representation to the log output
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* @param body body
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*/
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export function dump(): void
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export function dump(body: any): void
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/**
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* Get the angular damping of the body.
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* @param body body
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* @return damping the damping
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*/
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export function get_angular_damping(): number
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export function get_angular_damping(body: any): number
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/**
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* Set the angular velocity.
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* @param body body
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* @param omega the new angular velocity in radians/second.
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*/
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export function get_angular_velocity(omega: number): void
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export function get_angular_velocity(body: any, omega: number): void
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/**
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* Get the angular velocity.
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* @param body body
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* @return velocity the angular velocity in radians/second.
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*/
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export function get_angular_velocity(): number
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export function get_angular_velocity(body: any): number
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/**
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* Get the gravity scale of the body.
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* @param body body
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* @return scale the scale
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*/
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export function get_gravity_scale(): number
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export function get_gravity_scale(body: any): number
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/**
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* Get the rotational inertia of the body about the local origin.
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* @param body body
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* @return inertia the rotational inertia, usually in kg-m^2.
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*/
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export function get_inertia(): number
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export function get_inertia(body: any): number
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/**
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* Get the linear damping of the body.
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* @param body body
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* @return damping the damping
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*/
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export function get_linear_damping(): number
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export function get_linear_damping(body: any): number
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/**
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* Get the linear velocity of the center of mass.
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* @param body body
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* @return velocity the linear velocity of the center of mass.
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*/
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export function get_linear_velocity(): vmath.vector3
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export function get_linear_velocity(body: any): vmath.vector3
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/**
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* Get the world linear velocity of a world point attached to this body.
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* @param body body
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* @param world_point a point in world coordinates.
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* @return velocity the world velocity of a point.
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*/
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export function get_linear_velocity_from_world_point(world_point: vmath.vector3): vmath.vector3
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export function get_linear_velocity_from_world_point(body: any, world_point: vmath.vector3): vmath.vector3
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/**
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* Get the world velocity of a local point.
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* @param body body
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* @param world_point a point in local coordinates.
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* @return velocity the world velocity of a point.
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*/
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export function get_linear_velocity_from_world_point(world_point: vmath.vector3): vmath.vector3
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export function get_linear_velocity_from_world_point(body: any, world_point: vmath.vector3): vmath.vector3
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/**
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* Get the local position of the center of mass.
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* @param body body
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* @return center Get the local position of the center of mass.
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*/
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export function get_local_center(): vmath.vector3
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export function get_local_center(body: any): vmath.vector3
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/**
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* Gets a local point relative to the body's origin given a world point.
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* @param body body
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* @param world_point a point in world coordinates.
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* @return vector the corresponding local point relative to the body's origin.
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*/
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export function get_local_point(world_point: vmath.vector3): vmath.vector3
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export function get_local_point(body: any, world_point: vmath.vector3): vmath.vector3
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/**
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* Gets a local vector given a world vector.
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* @param body body
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* @param world_vector a vector in world coordinates.
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* @return vector the corresponding local vector.
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*/
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export function get_local_vector(world_vector: vmath.vector3): vmath.vector3
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export function get_local_vector(body: any, world_vector: vmath.vector3): vmath.vector3
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/**
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* Get the total mass of the body.
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* @param body body
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* @return mass the mass, usually in kilograms (kg).
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*/
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export function get_mass(): number
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export function get_mass(body: any): number
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/**
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* Get the next body in the world's body list.
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* @param body body
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* @return body the next body
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*/
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export function get_next(): any
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export function get_next(body: any): any
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/**
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* Get the world body origin position.
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* @param body body
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* @return position the world position of the body's origin.
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*/
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export function get_position(): vmath.vector3
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export function get_position(body: any): vmath.vector3
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/**
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* Get the type of this body.
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* @param body body
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* @return type the body type
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*/
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export function get_type(): any
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export function get_type(body: any): any
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/**
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* Get the parent world of this body.
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* @param body body
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* @return world
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*/
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export function get_world(): any
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export function get_world(body: any): any
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/**
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* Get the angle in radians.
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* @param body body
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* @return angle the current world rotation angle in radians.
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*/
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export function get_world_center(): number
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export function get_world_center(body: any): number
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/**
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* Get the world position of the center of mass.
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* @param body body
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* @return center Get the world position of the center of mass.
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*/
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export function get_world_center(): vmath.vector3
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export function get_world_center(body: any): vmath.vector3
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/**
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* Get the world coordinates of a point given the local coordinates.
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* @param body body
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* @param local_vector localPoint a point on the body measured relative the the body's origin.
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* @return vector the same point expressed in world coordinates.
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*/
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export function get_world_point(local_vector: vmath.vector3): vmath.vector3
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export function get_world_point(body: any, local_vector: vmath.vector3): vmath.vector3
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/**
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* Get the world coordinates of a vector given the local coordinates.
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* @param body body
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* @param local_vector a vector fixed in the body.
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* @return vector the same vector expressed in world coordinates.
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*/
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export function get_world_vector(local_vector: vmath.vector3): vmath.vector3
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export function get_world_vector(body: any, local_vector: vmath.vector3): vmath.vector3
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/**
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* Get the active state of the body.
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* @param body body
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* @return enabled is the body active
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*/
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export function is_active(): any
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export function is_active(body: any): any
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/**
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* Get the sleeping state of this body.
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* @param body body
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* @return enabled true if the body is awake, false if it's sleeping.
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*/
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export function is_awake(): any
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export function is_awake(body: any): any
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/**
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* Is this body in bullet mode
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* @param body body
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* @return enabled true if the body is in bullet mode
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*/
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export function is_bullet(): any
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export function is_bullet(body: any): any
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/**
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* Does this body have fixed rotation?
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* @param body body
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* @return enabled is the rotation fixed
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*/
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export function is_fixed_rotation(): any
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export function is_fixed_rotation(body: any): any
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/**
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* Is this body allowed to sleep
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* @param body body
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* @return enabled true if the body is allowed to sleep
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*/
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export function is_sleeping_allowed(): any
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export function is_sleeping_allowed(body: any): any
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/**
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* This resets the mass properties to the sum of the mass properties of the fixtures.
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* This normally does not need to be called unless you called SetMassData to override
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* @param body body
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*/
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export function reset_mass_data(): void
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export function reset_mass_data(body: any): void
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/**
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* Set the active state of the body. An inactive body is not
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@@ -484,72 +517,83 @@ declare namespace b2d.body {
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* Joints connected to an inactive body are implicitly inactive.
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* An inactive body is still owned by a b2World object and remains
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* in the body list.
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* @param body body
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* @param enable true if the body should be active
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*/
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export function set_active(enable: any): void
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export function set_active(body: any, enable: any): void
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/**
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* Set the angular damping of the body.
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* @param body body
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* @param damping the damping
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*/
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export function set_angular_damping(damping: number): void
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export function set_angular_damping(body: any, damping: number): void
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/**
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* Set the sleep state of the body. A sleeping body has very low CPU cost.
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* @param body body
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* @param enable flag set to false to put body to sleep, true to wake it.
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*/
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export function set_awake(enable: any): void
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export function set_awake(body: any, enable: any): void
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539
|
/**
|
|
504
540
|
* Should this body be treated like a bullet for continuous collision detection?
|
|
541
|
+
* @param body body
|
|
505
542
|
* @param enable if true, the body will be in bullet mode
|
|
506
543
|
*/
|
|
507
|
-
export function set_bullet(enable: any): void
|
|
544
|
+
export function set_bullet(body: any, enable: any): void
|
|
508
545
|
|
|
509
546
|
/**
|
|
510
547
|
* Set this body to have fixed rotation. This causes the mass to be reset.
|
|
548
|
+
* @param body body
|
|
511
549
|
* @param enable true if the rotation should be fixed
|
|
512
550
|
*/
|
|
513
|
-
export function set_fixed_rotation(enable: any): void
|
|
551
|
+
export function set_fixed_rotation(body: any, enable: any): void
|
|
514
552
|
|
|
515
553
|
/**
|
|
516
554
|
* Set the gravity scale of the body.
|
|
555
|
+
* @param body body
|
|
517
556
|
* @param scale the scale
|
|
518
557
|
*/
|
|
519
|
-
export function set_gravity_scale(scale: number): void
|
|
558
|
+
export function set_gravity_scale(body: any, scale: number): void
|
|
520
559
|
|
|
521
560
|
/**
|
|
522
561
|
* Set the linear damping of the body.
|
|
562
|
+
* @param body body
|
|
523
563
|
* @param damping the damping
|
|
524
564
|
*/
|
|
525
|
-
export function set_linear_damping(damping: number): void
|
|
565
|
+
export function set_linear_damping(body: any, damping: number): void
|
|
526
566
|
|
|
527
567
|
/**
|
|
528
568
|
* Set the linear velocity of the center of mass.
|
|
569
|
+
* @param body body
|
|
529
570
|
* @param velocity the new linear velocity of the center of mass.
|
|
530
571
|
*/
|
|
531
|
-
export function set_linear_velocity(velocity: vmath.vector3): void
|
|
572
|
+
export function set_linear_velocity(body: any, velocity: vmath.vector3): void
|
|
532
573
|
|
|
533
574
|
/**
|
|
534
575
|
* You can disable sleeping on this body. If you disable sleeping, the body will be woken.
|
|
576
|
+
* @param body body
|
|
535
577
|
* @param enable if false, the body will never sleep, and consume more CPU
|
|
536
578
|
*/
|
|
537
|
-
export function set_sleeping_allowed(enable: any): void
|
|
579
|
+
export function set_sleeping_allowed(body: any, enable: any): void
|
|
538
580
|
|
|
539
581
|
/**
|
|
540
582
|
* Set the position of the body's origin and rotation.
|
|
541
583
|
* This breaks any contacts and wakes the other bodies.
|
|
542
584
|
* Manipulating a body's transform may cause non-physical behavior.
|
|
585
|
+
* @param body body
|
|
543
586
|
* @param position the world position of the body's local origin.
|
|
544
587
|
* @param angle the world position of the body's local origin.
|
|
545
588
|
*/
|
|
546
|
-
export function set_transform(position: vmath.vector3, angle: number): void
|
|
589
|
+
export function set_transform(body: any, position: vmath.vector3, angle: number): void
|
|
547
590
|
|
|
548
591
|
/**
|
|
549
592
|
* Set the type of this body. This may alter the mass and velocity.
|
|
593
|
+
* @param body body
|
|
550
594
|
* @param type the body type
|
|
551
595
|
*/
|
|
552
|
-
export function set_type(type: any): void
|
|
596
|
+
export function set_type(body: any, type: any): void
|
|
553
597
|
|
|
554
598
|
}
|
|
555
599
|
// =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= =^..^= //
|
|
@@ -5034,9 +5078,10 @@ Creating an empty texture with no buffer data is not supported as a core feature
|
|
|
5034
5078
|
- `COMPRESSION_TYPE_BASIS_UASTC`
|
|
5035
5079
|
|
|
5036
5080
|
* @param buffer optional buffer of precreated pixel data
|
|
5037
|
-
* @return
|
|
5081
|
+
* @return path The path to the resource.
|
|
5082
|
+
* @return request_id The request id for the async request.
|
|
5038
5083
|
*/
|
|
5039
|
-
export function create_texture_async(path: string, table: any, buffer?: buffer): any
|
|
5084
|
+
export function create_texture_async(path: string, table: any, buffer?: buffer): LuaMultiReturn<[hash, any]>
|
|
5040
5085
|
|
|
5041
5086
|
/**
|
|
5042
5087
|
* Constructor-like function with two purposes:
|