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1 |
| -declare module 'external:emscripten/bullet/bullet.asm.js' { |
2 |
| - function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance; |
3 |
| - export default factory; |
| 1 | +declare module 'external:emscripten/bullet/bullet.release.asm.js' { |
| 2 | + export default Bullet; |
4 | 3 | }
|
5 | 4 |
|
| 5 | +declare module 'external:emscripten/bullet/bullet.release.wasm.js' { |
| 6 | + export default Bullet; |
| 7 | +} |
| 8 | + |
| 9 | +// tslint:disable |
| 10 | +declare function Bullet (moduleOptions?: any): Promise<void>; |
| 11 | + |
6 | 12 | declare namespace Bullet {
|
7 | 13 | type ptr = number;
|
8 | 14 | interface instance {
|
| 15 | + HEAP8: Int8Array; |
| 16 | + HEAP16: Int16Array; |
| 17 | + HEAP32: Int32Array; |
| 18 | + HEAPU8: Uint8Array; |
| 19 | + HEAPU16: Uint16Array; |
| 20 | + HEAPU32: Uint32Array; |
| 21 | + HEAPF32: Float32Array; |
| 22 | + HEAPF64: Float64Array; |
| 23 | + |
| 24 | + // class interface |
| 25 | + DebugDraw: any; |
| 26 | + ControllerHitReport: any; |
| 27 | + MotionState: any; |
| 28 | + |
9 | 29 | _malloc(bytes: number): ptr;
|
10 | 30 | _free(p: ptr): void;
|
11 | 31 | _read_f32(p: ptr): void;
|
@@ -34,6 +54,7 @@ declare namespace Bullet {
|
34 | 54 | MotionState_getWorldTransform(p: ptr, transform: ptr): void;
|
35 | 55 | MotionState_setWorldTransform(p: ptr, transform: ptr): void;
|
36 | 56 | ccMotionState_new(id: number, initTrans: ptr): ptr;
|
| 57 | + ccMotionState_setup(p: ptr, id: number, initTrans: ptr): void; |
37 | 58 |
|
38 | 59 | int_array_size(p: ptr): number;
|
39 | 60 | int_array_at(p: ptr, index: number): number;
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@@ -113,7 +134,7 @@ declare namespace Bullet {
|
113 | 134 | TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
|
114 | 135 |
|
115 | 136 | TriangleMesh_new(): ptr;
|
116 |
| - TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void; |
| 137 | + TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr, removeDuplicateVertices: boolean): void; |
117 | 138 | BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
|
118 | 139 | BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr;
|
119 | 140 | BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
|
@@ -144,6 +165,7 @@ declare namespace Bullet {
|
144 | 165 | CollisionObject_isKinematicObject(p: ptr): boolean;
|
145 | 166 | CollisionObject_isStaticObject(p: ptr): boolean;
|
146 | 167 | CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
|
| 168 | + CollisionObject_isSleeping(p: ptr): boolean; |
147 | 169 | CollisionObject_getWorldTransform(p: ptr): ptr;
|
148 | 170 | CollisionObject_getCollisionFlags(p: ptr): number;
|
149 | 171 | CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
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@@ -180,6 +202,8 @@ declare namespace Bullet {
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180 | 202 | RigidBody_applyTorque(p: ptr, f: ptr): void;
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181 | 203 | RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void;
|
182 | 204 | RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
|
| 205 | + RigidBody_getWorldTransform(p: ptr, transform: ptr): void; |
| 206 | + Transform_getRotationAndOrigin(transform: ptr, q: ptr): ptr; |
183 | 207 |
|
184 | 208 | // dynamic
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185 | 209 |
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