mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
949 lines
25 KiB
TypeScript
949 lines
25 KiB
TypeScript
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// Type definitions for p2.js v0.6.0
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// Project: https://github.com/schteppe/p2.js/
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declare module p2 {
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export class AABB {
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constructor(options?: {
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upperBound?: number[];
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lowerBound?: number[];
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});
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setFromPoints(points: number[][], position: number[], angle: number, skinSize: number): void;
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copy(aabb: AABB): void;
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extend(aabb: AABB): void;
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overlaps(aabb: AABB): boolean;
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}
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export class Broadphase {
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static AABB: number;
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static BOUNDING_CIRCLE: number;
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static NAIVE: number;
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static SAP: number;
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static boundingRadiusCheck(bodyA: Body, bodyB: Body): boolean;
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static aabbCheck(bodyA: Body, bodyB: Body): boolean;
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static canCollide(bodyA: Body, bodyB: Body): boolean;
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constructor(type: number);
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type: number;
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result: Body[];
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world: World;
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boundingVolumeType: number;
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setWorld(world: World): void;
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getCollisionPairs(world: World): Body[];
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boundingVolumeCheck(bodyA: Body, bodyB: Body): boolean;
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}
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export class GridBroadphase extends Broadphase {
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constructor(options?: {
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xmin?: number;
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xmax?: number;
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ymin?: number;
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ymax?: number;
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nx?: number;
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ny?: number;
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});
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xmin: number;
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xmax: number;
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ymin: number;
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ymax: number;
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nx: number;
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ny: number;
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binsizeX: number;
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binsizeY: number;
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}
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export class NativeBroadphase extends Broadphase {
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}
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export class Narrowphase {
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contactEquations: ContactEquation[];
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frictionEquations: FrictionEquation[];
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enableFriction: boolean;
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slipForce: number;
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frictionCoefficient: number;
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surfaceVelocity: number;
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reuseObjects: boolean;
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resuableContactEquations: any[];
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reusableFrictionEquations: any[];
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restitution: number;
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stiffness: number;
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relaxation: number;
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frictionStiffness: number;
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frictionRelaxation: number;
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enableFrictionReduction: boolean;
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contactSkinSize: number;
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collidedLastStep(bodyA: Body, bodyB: Body): boolean;
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reset(): void;
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createContactEquation(bodyA: Body, bodyB: Body, shapeA: Shape, shapeB: Shape): ContactEquation;
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createFrictionFromContact(c: ContactEquation): FrictionEquation;
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}
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export class SAPBroadphase extends Broadphase {
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axisList: Body[];
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axisIndex: number;
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}
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export class Constraint {
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static DISTANCE: number;
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static GEAR: number;
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static LOCK: number;
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static PRISMATIC: number;
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static REVOLUTE: number;
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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});
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type: number;
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equeations: Equation[];
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bodyA: Body;
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bodyB: Body;
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collideConnected: boolean;
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update(): void;
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setStiffness(stiffness: number): void;
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setRelaxation(relaxation: number): void;
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}
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export class DistanceConstraint extends Constraint {
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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distance?: number;
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localAnchorA?: number[];
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localAnchorB?: number[];
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maxForce?: number;
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});
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localAnchorA: number[];
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localAnchorB: number[];
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distance: number;
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maxForce: number;
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upperLimitEnabled: boolean;
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upperLimit: number;
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lowerLimitEnabled: boolean;
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lowerLimit: number;
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position: number;
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setMaxForce(f: number): void;
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getMaxForce(): number;
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}
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export class GearConstraint extends Constraint {
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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angle?: number;
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ratio?: number;
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maxTorque?: number;
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});
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ratio: number;
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angle: number;
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setMaxTorque(torque: number): void;
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getMaxTorque(): number;
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}
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export class LockConstraint extends Constraint {
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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localOffsetB?: number[];
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localAngleB?: number;
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maxForce?: number;
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});
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setMaxForce(force: number): void;
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getMaxForce(): number;
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}
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export class PrismaticConstraint extends Constraint {
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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maxForce?: number;
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localAnchorA?: number[];
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localAnchorB?: number[];
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localAxisA?: number[];
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disableRotationalLock?: boolean;
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upperLimit?: number;
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lowerLimit?: number;
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});
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localAnchorA: number[];
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localAnchorB: number[];
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localAxisA: number[];
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position: number;
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velocity: number;
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lowerLimitEnabled: boolean;
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upperLimitEnabled: boolean;
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lowerLimit: number;
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upperLimit: number;
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upperLimitEquation: ContactEquation;
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lowerLimitEquation: ContactEquation;
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motorEquation: Equation;
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motorEnabled: boolean;
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motorSpeed: number;
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enableMotor(): void;
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disableMotor(): void;
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setLimits(lower: number, upper: number): void;
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}
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export class RevoluteConstraint extends Constraint {
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constructor(bodyA: Body, bodyB: Body, type: number, options?: {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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worldPivot?: number[];
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localPivotA?: number[];
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localPivotB?: number[];
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maxForce?: number;
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});
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pivotA: number[];
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pivotB: number[];
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motorEquation: RotationalVelocityEquation;
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motorEnabled: boolean;
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angle: number;
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lowerLimitEnabled: boolean;
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upperLimitEnabled: boolean;
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lowerLimit: number;
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upperLimit: number;
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upperLimitEquation: ContactEquation;
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lowerLimitEquation: ContactEquation;
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enableMotor(): void;
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disableMotor(): void;
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motorIsEnabled(): boolean;
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setLimits(lower: number, upper: number): void;
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setMotorSpeed(speed: number): void;
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getMotorSpeed(): number;
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}
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export class AngleLockEquation extends Equation {
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constructor(bodyA: Body, bodyB: Body, options?: {
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angle?: number;
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ratio?: number;
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});
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computeGq(): number;
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setRatio(ratio: number): number;
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setMaxTorque(torque: number): number;
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}
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export class ContactEquation extends Equation {
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constructor(bodyA: Body, bodyB: Body);
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contactPointA: number[];
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penetrationVec: number[];
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contactPointB: number[];
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normalA: number[];
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restitution: number;
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firstImpact: boolean;
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shapeA: Shape;
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shapeB: Shape;
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computeB(a: number, b: number, h: number): number;
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}
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export class Equation {
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static DEFAULT_STIFFNESS: number;
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static DEFAULT_RELAXATION: number;
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constructor(bodyA: Body, bodyB: Body, minForce?: number, maxForce?: number);
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minForce: number;
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maxForce: number;
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bodyA: Body;
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bodyB: Body;
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stiffness: number;
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relaxation: number;
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G: number[];
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offset: number;
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a: number;
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b: number;
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epsilon: number;
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timeStep: number;
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needsUpdate: boolean;
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multiplier: number;
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relativeVelocity: number;
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enabled: boolean;
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gmult(G: number[], vi: number[], wi: number[], vj: number[], wj: number[]): number;
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computeB(a: number, b: number, h: number): number;
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computeGq(): number;
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computeGW(): number;
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computeGWlambda(): number;
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computeGiMf(): number;
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computeGiMGt(): number;
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addToWlambda(deltalambda: number): number;
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computeInvC(eps: number): number;
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}
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export class FrictionEquation extends Equation {
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constructor(bodyA: Body, bodyB: Body, slipForce: number);
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contactPointA: number[];
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contactPointB: number[];
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t: number[];
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shapeA: Shape;
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shapeB: Shape;
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frictionCoefficient: number;
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setSlipForce(slipForce: number): number;
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getSlipForce(): number;
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computeB(a: number, b: number, h: number): number;
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}
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export class RotationalLockEquation extends Equation {
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constructor(bodyA: Body, bodyB: Body, options?: {
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angle?: number;
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});
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angle: number;
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computeGq(): number;
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}
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export class RotationalVelocityEquation extends Equation {
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constructor(bodyA: Body, bodyB: Body);
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computeB(a: number, b: number, h: number): number;
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}
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export class EventEmitter {
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on(type: string, listener: Function, context: any): EventEmitter;
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has(type: string, listener: Function): boolean;
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off(type: string, listener: Function): EventEmitter;
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emit(event: any): EventEmitter;
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}
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export class ContactMaterialOptions {
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friction: number;
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restitution: number;
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stiffness: number;
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relaxation: number;
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frictionStiffness: number;
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frictionRelaxation: number;
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surfaceVelocity: number;
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}
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export class ContactMaterial {
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static idCounter: number;
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constructor(materialA: Material, materialB: Material, options?: ContactMaterialOptions);
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id: number;
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materialA: Material;
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materialB: Material;
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friction: number;
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restitution: number;
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stiffness: number;
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relaxation: number;
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frictionStuffness: number;
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frictionRelaxation: number;
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surfaceVelocity: number;
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contactSkinSize: number;
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}
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export class Material {
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static idCounter: number;
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constructor(id: number);
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id: number;
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}
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export class vec2 {
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static crossLength(a: number[], b: number[]): number;
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static crossVZ(out: number[], vec: number[], zcomp: number): number;
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static crossZV(out: number[], zcomp: number, vec: number[]): number;
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static rotate(out: number[], a: number[], angle: number): void;
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static rotate90cw(out: number[], a: number[]): number;
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static centroid(out: number[], a: number[], b: number[], c: number[]): number[];
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static create(): number[];
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static clone(a: number[]): number[];
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static fromValues(x: number, y: number): number[];
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static copy(out: number[], a: number[]): number[];
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static set(out: number[], x: number, y: number): number[];
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static toLocalFrame(out: number[], worldPoint: number[], framePosition: number[], frameAngle: number): void;
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static toGlobalFrame(out: number[], localPoint: number[], framePosition: number[], frameAngle: number): void;
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static add(out: number[], a: number[], b: number[]): number[];
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static subtract(out: number[], a: number[], b: number[]): number[];
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static sub(out: number[], a: number[], b: number[]): number[];
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static multiply(out: number[], a: number[], b: number[]): number[];
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static mul(out: number[], a: number[], b: number[]): number[];
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static divide(out: number[], a: number[], b: number[]): number[];
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static div(out: number[], a: number[], b: number[]): number[];
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static scale(out: number[], a: number[], b: number): number[];
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static distance(a: number[], b: number[]): number;
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static dist(a: number[], b: number[]): number;
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static squaredDistance(a: number[], b: number[]): number;
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static sqrDist(a: number[], b: number[]): number;
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static length(a: number[]): number;
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static len(a: number[]): number;
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static squaredLength(a: number[]): number;
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static sqrLen(a: number[]): number;
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static negate(out: number[], a: number[]): number[];
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static normalize(out: number[], a: number[]): number[];
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static dot(a: number[], b: number[]): number;
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static str(a: number[]): string;
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}
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export class BodyOptions {
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mass: number;
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position: number[];
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velocity: number[];
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angle: number;
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angularVelocity: number;
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force: number[];
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angularForce: number;
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fixedRotation: number;
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}
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export class Body extends EventEmitter {
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sleepyEvent: {
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type: string;
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};
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sleepEvent: {
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type: string;
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};
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wakeUpEvent: {
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type: string;
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};
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static DYNAMIC: number;
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static STATIC: number;
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static KINEMATIC: number;
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static AWAKE: number;
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static SLEEPY: number;
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static SLEEPING: number;
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constructor(options?: BodyOptions);
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id: number;
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world: World;
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shapes: Shape[];
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shapeOffsets: number[][];
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shapeAngles: number[];
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mass: number;
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invMass: number;
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inertia: number;
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invInertia: number;
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|
invMassSolve: number;
|
||
|
invInertiaSolve: number;
|
||
|
fixedRotation: number;
|
||
|
position: number[];
|
||
|
interpolatedPosition: number[];
|
||
|
interpolatedAngle: number;
|
||
|
previousPosition: number[];
|
||
|
previousAngle: number;
|
||
|
velocity: number[];
|
||
|
vlambda: number[];
|
||
|
wlambda: number[];
|
||
|
angle: number;
|
||
|
angularVelocity: number;
|
||
|
force: number[];
|
||
|
angularForce: number;
|
||
|
damping: number;
|
||
|
angularDamping: number;
|
||
|
type: number;
|
||
|
boundingRadius: number;
|
||
|
aabb: AABB;
|
||
|
aabbNeedsUpdate: boolean;
|
||
|
allowSleep: boolean;
|
||
|
wantsToSleep: boolean;
|
||
|
sleepState: number;
|
||
|
sleepSpeedLimit: number;
|
||
|
sleepTimeLimit: number;
|
||
|
gravityScale: number;
|
||
|
|
||
|
updateSolveMassProperties(): void;
|
||
|
setDensity(density: number): void;
|
||
|
getArea(): number;
|
||
|
getAABB(): AABB;
|
||
|
updateAABB(): void;
|
||
|
updateBoundingRadius(): void;
|
||
|
addShape(shape: Shape, offset?: number[], angle?: number): void;
|
||
|
removeShape(shape: Shape): boolean;
|
||
|
updateMassProperties(): void;
|
||
|
applyForce(force: number[], worldPoint: number[]): void;
|
||
|
toLocalFrame(out: number[], worldPoint: number[]): void;
|
||
|
toWorldFrame(out: number[], localPoint: number[]): void;
|
||
|
fromPolygon(path: number[][], options?: {
|
||
|
optimalDecomp?: boolean;
|
||
|
skipSimpleCheck?: boolean;
|
||
|
removeCollinearPoints?: any; //boolean | number
|
||
|
}): boolean;
|
||
|
adjustCenterOfMass(): void;
|
||
|
setZeroForce(): void;
|
||
|
resetConstraintVelocity(): void;
|
||
|
applyDamping(dy: number): void;
|
||
|
wakeUp(): void;
|
||
|
sleep(): void;
|
||
|
sleepTick(time: number, dontSleep: boolean, dt: number): void;
|
||
|
getVelocityFromPosition(story: number[], dt: number): number[];
|
||
|
getAngularVelocityFromPosition(timeStep: number): number;
|
||
|
overlaps(body: Body): boolean;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Spring {
|
||
|
|
||
|
constructor(bodyA: Body, bodyB: Body, options?: {
|
||
|
|
||
|
stiffness?: number;
|
||
|
damping?: number;
|
||
|
localAnchorA?: number[];
|
||
|
localAnchorB?: number[];
|
||
|
worldAnchorA?: number[];
|
||
|
worldAnchorB?: number[];
|
||
|
|
||
|
});
|
||
|
|
||
|
stiffness: number;
|
||
|
damping: number;
|
||
|
bodyA: Body;
|
||
|
bodyB: Body;
|
||
|
|
||
|
applyForce(): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class LinearSpring extends Spring {
|
||
|
|
||
|
localAnchorA: number[];
|
||
|
localAnchorB: number[];
|
||
|
restLength: number;
|
||
|
|
||
|
setWorldAnchorA(worldAnchorA: number[]): void;
|
||
|
setWorldAnchorB(worldAnchorB: number[]): void;
|
||
|
getWorldAnchorA(result: number[]): number[];
|
||
|
getWorldAnchorB(result: number[]): number[];
|
||
|
applyForce(): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class RotationalSpring extends Spring {
|
||
|
|
||
|
constructor(bodyA: Body, bodyB: Body, options?: {
|
||
|
restAngle?: number;
|
||
|
stiffness?: number;
|
||
|
damping?: number;
|
||
|
});
|
||
|
|
||
|
restAngle: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Capsule extends Shape {
|
||
|
|
||
|
constructor(length?: number, radius?: number);
|
||
|
|
||
|
length: number;
|
||
|
radius: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Circle extends Shape {
|
||
|
|
||
|
constructor(radius: number);
|
||
|
|
||
|
radius: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Convex extends Shape {
|
||
|
|
||
|
static triangleArea(a: number[], b: number[], c: number[]): number;
|
||
|
|
||
|
constructor(vertices: number[][], axes: number[]);
|
||
|
|
||
|
vertices: number[][];
|
||
|
axes: number[];
|
||
|
centerOfMass: number[];
|
||
|
triangles: number[];
|
||
|
boundingRadius: number;
|
||
|
|
||
|
projectOntoLocalAxis(localAxis: number[], result: number[]): void;
|
||
|
projectOntoWorldAxis(localAxis: number[], shapeOffset: number[], shapeAngle: number, result: number[]): void;
|
||
|
|
||
|
updateCenterOfMass(): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Heightfield extends Shape {
|
||
|
|
||
|
constructor(data: number[], options?: {
|
||
|
minValue?: number;
|
||
|
maxValue?: number;
|
||
|
elementWidth: number;
|
||
|
});
|
||
|
|
||
|
data: number[];
|
||
|
maxValue: number;
|
||
|
minValue: number;
|
||
|
elementWidth: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Shape {
|
||
|
|
||
|
static idCounter: number;
|
||
|
static CIRCLE: number;
|
||
|
static PARTICLE: number;
|
||
|
static PLANE: number;
|
||
|
static CONVEX: number;
|
||
|
static LINE: number;
|
||
|
static RECTANGLE: number;
|
||
|
static CAPSULE: number;
|
||
|
static HEIGHTFIELD: number;
|
||
|
|
||
|
constructor(type: number);
|
||
|
|
||
|
type: number;
|
||
|
id: number;
|
||
|
boundingRadius: number;
|
||
|
collisionGroup: number;
|
||
|
collisionMask: number;
|
||
|
material: Material;
|
||
|
area: number;
|
||
|
sensor: boolean;
|
||
|
|
||
|
computeMomentOfInertia(mass: number): number;
|
||
|
updateBoundingRadius(): number;
|
||
|
updateArea(): void;
|
||
|
computeAABB(out: AABB, position: number[], angle: number): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Line extends Shape {
|
||
|
|
||
|
constructor(length?: number);
|
||
|
|
||
|
length: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Particle extends Shape {
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Plane extends Shape {
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Rectangle extends Shape {
|
||
|
|
||
|
static sameDimensions(a: Rectangle, b: Rectangle): boolean;
|
||
|
|
||
|
constructor(width?: number, height?: number);
|
||
|
|
||
|
width: number;
|
||
|
height: number;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Solver extends EventEmitter {
|
||
|
|
||
|
static GS: number;
|
||
|
static ISLAND: number;
|
||
|
|
||
|
constructor(options?: {}, type?: number);
|
||
|
|
||
|
type: number;
|
||
|
equations: Equation[];
|
||
|
equationSortFunction: Equation; //Equation | boolean
|
||
|
|
||
|
solve(dy: number, world: World): void;
|
||
|
solveIsland(dy: number, island: Island): void;
|
||
|
sortEquations(): void;
|
||
|
addEquation(eq: Equation): void;
|
||
|
addEquations(eqs: Equation[]): void;
|
||
|
removeEquation(eq: Equation): void;
|
||
|
removeAllEquations(): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class GSSolver extends Solver {
|
||
|
|
||
|
constructor(options?: {
|
||
|
iterations?: number;
|
||
|
tolerance?: number;
|
||
|
});
|
||
|
|
||
|
iterations: number;
|
||
|
tolerance: number;
|
||
|
useZeroRHS: boolean;
|
||
|
frictionIterations: number;
|
||
|
usedIterations: number;
|
||
|
|
||
|
solve(h: number, world: World): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class OverlapKeeper {
|
||
|
|
||
|
constructor(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape);
|
||
|
|
||
|
shapeA: Shape;
|
||
|
shapeB: Shape;
|
||
|
bodyA: Body;
|
||
|
bodyB: Body;
|
||
|
|
||
|
tick(): void;
|
||
|
setOverlapping(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Body): void;
|
||
|
bodiesAreOverlapping(bodyA: Body, bodyB: Body): boolean;
|
||
|
set(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class TupleDictionary {
|
||
|
|
||
|
data: number[];
|
||
|
keys: number[];
|
||
|
|
||
|
getKey(id1: number, id2: number): string;
|
||
|
getByKey(key: number): number;
|
||
|
get(i: number, j: number): number;
|
||
|
set(i: number, j: number, value: number): number;
|
||
|
reset(): void;
|
||
|
copy(dict: TupleDictionary): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Utils {
|
||
|
|
||
|
static appendArray<T>(a: Array<T>, b: Array<T>): Array<T>;
|
||
|
static chanceRoll(chance: number): boolean;
|
||
|
static defaults(options: any, defaults: any): any;
|
||
|
static extend(a: any, b: any): void;
|
||
|
static randomChoice(choice1: any, choice2: any): any;
|
||
|
static rotateArray(matrix: any[], direction: any): any[];
|
||
|
static splice<T>(array: Array<T>, index: number, howMany: number): void;
|
||
|
static shuffle<T>(array: T[]): T[];
|
||
|
static transposeArray<T>(array: T[]): T[];
|
||
|
|
||
|
}
|
||
|
|
||
|
export class Island {
|
||
|
|
||
|
equations: Equation[];
|
||
|
bodies: Body[];
|
||
|
|
||
|
reset(): void;
|
||
|
getBodies(result: any): Body[];
|
||
|
wantsToSleep(): boolean;
|
||
|
sleep(): boolean;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class IslandManager extends Solver {
|
||
|
|
||
|
static getUnvisitedNode(nodes: Node[]): IslandNode; // IslandNode | boolean
|
||
|
|
||
|
equations: Equation[];
|
||
|
islands: Island[];
|
||
|
nodes: IslandNode[];
|
||
|
|
||
|
visit(node: IslandNode, bds: Body[], eqs: Equation[]): void;
|
||
|
bfs(root: IslandNode, bds: Body[], eqs: Equation[]): void;
|
||
|
split(world: World): Island[];
|
||
|
|
||
|
}
|
||
|
|
||
|
export class IslandNode {
|
||
|
|
||
|
constructor(body: Body);
|
||
|
|
||
|
body: Body;
|
||
|
neighbors: IslandNode[];
|
||
|
equations: Equation[];
|
||
|
visited: boolean;
|
||
|
|
||
|
reset(): void;
|
||
|
|
||
|
}
|
||
|
|
||
|
export class World extends EventEmitter {
|
||
|
|
||
|
postStepEvent: {
|
||
|
type: string;
|
||
|
};
|
||
|
|
||
|
addBodyEvent: {
|
||
|
type: string;
|
||
|
};
|
||
|
|
||
|
removeBodyEvent: {
|
||
|
type: string;
|
||
|
};
|
||
|
|
||
|
addSpringEvent: {
|
||
|
type: string;
|
||
|
};
|
||
|
|
||
|
impactEvent: {
|
||
|
type: string;
|
||
|
bodyA: Body;
|
||
|
bodyB: Body;
|
||
|
shapeA: Shape;
|
||
|
shapeB: Shape;
|
||
|
contactEquation: ContactEquation;
|
||
|
};
|
||
|
|
||
|
postBroadphaseEvent: {
|
||
|
type: string;
|
||
|
pairs: Body[];
|
||
|
};
|
||
|
|
||
|
beginContactEvent: {
|
||
|
type: string;
|
||
|
shapeA: Shape;
|
||
|
shapeB: Shape;
|
||
|
bodyA: Body;
|
||
|
bodyB: Body;
|
||
|
contactEquations: ContactEquation[];
|
||
|
};
|
||
|
|
||
|
endContactEvent: {
|
||
|
type: string;
|
||
|
shapeA: Shape;
|
||
|
shapeB: Shape;
|
||
|
bodyA: Body;
|
||
|
bodyB: Body;
|
||
|
};
|
||
|
|
||
|
preSolveEvent: {
|
||
|
type: string;
|
||
|
contactEquations: ContactEquation[];
|
||
|
frictionEquations: FrictionEquation[];
|
||
|
};
|
||
|
|
||
|
static NO_SLEEPING: number;
|
||
|
static BODY_SLEEPING: number;
|
||
|
static ISLAND_SLEEPING: number;
|
||
|
|
||
|
static integrateBody(body: Body, dy: number): void;
|
||
|
|
||
|
constructor(options?: {
|
||
|
solver?: Solver;
|
||
|
gravity?: number[];
|
||
|
broadphase?: Broadphase;
|
||
|
islandSplit?: boolean;
|
||
|
doProfiling?: boolean;
|
||
|
});
|
||
|
|
||
|
springs: Spring[];
|
||
|
bodies: Body[];
|
||
|
solver: Solver;
|
||
|
narrowphase: Narrowphase;
|
||
|
islandManager: IslandManager;
|
||
|
gravity: number[];
|
||
|
frictionGravity: number;
|
||
|
useWorldGravityAsFrictionGravity: boolean;
|
||
|
useFrictionGravityOnZeroGravity: boolean;
|
||
|
doProfiling: boolean;
|
||
|
lastStepTime: number;
|
||
|
broadphase: Broadphase;
|
||
|
constraints: Constraint[];
|
||
|
defaultMaterial: Material;
|
||
|
defaultContactMaterial: ContactMaterial;
|
||
|
lastTimeStep: number;
|
||
|
applySpringForces: boolean;
|
||
|
applyDamping: boolean;
|
||
|
applyGravity: boolean;
|
||
|
solveConstraints: boolean;
|
||
|
contactMaterials: ContactMaterial[];
|
||
|
time: number;
|
||
|
stepping: boolean;
|
||
|
islandSplit: boolean;
|
||
|
emitImpactEvent: boolean;
|
||
|
sleepMode: number;
|
||
|
|
||
|
addConstraint(c: Constraint): void;
|
||
|
addContactMaterial(contactMaterial: ContactMaterial): void;
|
||
|
removeContactMaterial(cm: ContactMaterial): void;
|
||
|
getContactMaterial(materialA: Material, materialB: Material): ContactMaterial; // ContactMaterial | boolean
|
||
|
removeConstraint(c: Constraint): void;
|
||
|
step(dy: number, timeSinceLastCalled?: number, maxSubSteps?: number): void;
|
||
|
runNarrowphase(np: Narrowphase, bi: Body, si: Shape, xi: any[], ai: number, bj: Body, sj: Shape, xj: any[], aj: number, cm: number, glen: number): void;
|
||
|
addSpring(s: Spring): void;
|
||
|
removeSpring(s: Spring): void;
|
||
|
addBody(body: Body): void;
|
||
|
removeBody(body: Body): void;
|
||
|
getBodyByID(id: number): Body; //Body | boolean
|
||
|
disableBodyCollision(bodyA: Body, bodyB: Body): void;
|
||
|
enableBodyCollision(bodyA: Body, bodyB: Body): void;
|
||
|
clear(): void;
|
||
|
clone(): World;
|
||
|
hitTest(worldPoint: number[], bodies: Body[], precision: number): Body[];
|
||
|
setGlobalEquationParameters(parameters: {
|
||
|
relaxation?: number;
|
||
|
stiffness?: number;
|
||
|
}): void;
|
||
|
setGlobalStiffness(stiffness: number): void;
|
||
|
setGlobalRelaxation(relaxation: number): void;
|
||
|
}
|
||
|
|
||
|
}
|