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/* tslint:disable */
/* eslint-disable */
export function version(): string;
export enum RawFeatureType {
Vertex = 0,
Edge = 1,
Face = 2,
Unknown = 3,
}
export enum RawJointAxis {
LinX = 0,
LinY = 1,
LinZ = 2,
AngX = 3,
AngY = 4,
AngZ = 5,
}
export enum RawJointType {
Revolute = 0,
Fixed = 1,
Prismatic = 2,
Rope = 3,
Spring = 4,
Spherical = 5,
Generic = 6,
}
export enum RawMotorModel {
AccelerationBased = 0,
ForceBased = 1,
}
export enum RawRigidBodyType {
Dynamic = 0,
Fixed = 1,
KinematicPositionBased = 2,
KinematicVelocityBased = 3,
}
export enum RawShapeType {
Ball = 0,
Cuboid = 1,
Capsule = 2,
Segment = 3,
Polyline = 4,
Triangle = 5,
TriMesh = 6,
HeightField = 7,
Compound = 8,
ConvexPolyhedron = 9,
Cylinder = 10,
Cone = 11,
RoundCuboid = 12,
RoundTriangle = 13,
RoundCylinder = 14,
RoundCone = 15,
RoundConvexPolyhedron = 16,
HalfSpace = 17,
}
export class RawBroadPhase {
free(): void;
constructor();
}
export class RawCCDSolver {
free(): void;
constructor();
}
export class RawCharacterCollision {
free(): void;
constructor();
handle(): number;
translationDeltaApplied(): RawVector;
translationDeltaRemaining(): RawVector;
toi(): number;
worldWitness1(): RawVector;
worldWitness2(): RawVector;
worldNormal1(): RawVector;
worldNormal2(): RawVector;
}
export class RawColliderSet {
free(): void;
/**
* The world-space translation of this collider.
*/
coTranslation(handle: number): RawVector;
/**
* The world-space orientation of this collider.
*/
coRotation(handle: number): RawRotation;
/**
* Sets the translation of this collider.
*
* # Parameters
* - `x`: the world-space position of the collider along the `x` axis.
* - `y`: the world-space position of the collider along the `y` axis.
* - `z`: the world-space position of the collider along the `z` axis.
* - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
coSetTranslation(handle: number, x: number, y: number, z: number): void;
coSetTranslationWrtParent(handle: number, x: number, y: number, z: number): void;
/**
* Sets the rotation quaternion of this collider.
*
* This does nothing if a zero quaternion is provided.
*
* # Parameters
* - `x`: the first vector component of the quaternion.
* - `y`: the second vector component of the quaternion.
* - `z`: the third vector component of the quaternion.
* - `w`: the scalar component of the quaternion.
* - `wakeUp`: forces the collider to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
coSetRotation(handle: number, x: number, y: number, z: number, w: number): void;
coSetRotationWrtParent(handle: number, x: number, y: number, z: number, w: number): void;
/**
* Is this collider a sensor?
*/
coIsSensor(handle: number): boolean;
/**
* The type of the shape of this collider.
*/
coShapeType(handle: number): RawShapeType;
coHalfspaceNormal(handle: number): RawVector | undefined;
/**
* The half-extents of this collider if it is has a cuboid shape.
*/
coHalfExtents(handle: number): RawVector | undefined;
/**
* Set the half-extents of this collider if it has a cuboid shape.
*/
coSetHalfExtents(handle: number, newHalfExtents: RawVector): void;
/**
* The radius of this collider if it is a ball, capsule, cylinder, or cone shape.
*/
coRadius(handle: number): number | undefined;
/**
* Set the radius of this collider if it is a ball, capsule, cylinder, or cone shape.
*/
coSetRadius(handle: number, newRadius: number): void;
/**
* The half height of this collider if it is a capsule, cylinder, or cone shape.
*/
coHalfHeight(handle: number): number | undefined;
/**
* Set the half height of this collider if it is a capsule, cylinder, or cone shape.
*/
coSetHalfHeight(handle: number, newHalfheight: number): void;
/**
* The radius of the round edges of this collider.
*/
coRoundRadius(handle: number): number | undefined;
/**
* Set the radius of the round edges of this collider.
*/
coSetRoundRadius(handle: number, newBorderRadius: number): void;
/**
* The vertices of this triangle mesh, polyline, convex polyhedron, segment, triangle or convex polyhedron, if it is one.
*/
coVertices(handle: number): Float32Array | undefined;
/**
* The indices of this triangle mesh, polyline, or convex polyhedron, if it is one.
*/
coIndices(handle: number): Uint32Array | undefined;
coTriMeshFlags(handle: number): number | undefined;
coHeightFieldFlags(handle: number): number | undefined;
/**
* The height of this heightfield if it is one.
*/
coHeightfieldHeights(handle: number): Float32Array | undefined;
/**
* The scaling factor applied of this heightfield if it is one.
*/
coHeightfieldScale(handle: number): RawVector | undefined;
/**
* The number of rows on this heightfield's height matrix, if it is one.
*/
coHeightfieldNRows(handle: number): number | undefined;
/**
* The number of columns on this heightfield's height matrix, if it is one.
*/
coHeightfieldNCols(handle: number): number | undefined;
/**
* The unique integer identifier of the collider this collider is attached to.
*/
coParent(handle: number): number | undefined;
coSetEnabled(handle: number, enabled: boolean): void;
coIsEnabled(handle: number): boolean;
coSetContactSkin(handle: number, contact_skin: number): void;
coContactSkin(handle: number): number;
/**
* The friction coefficient of this collider.
*/
coFriction(handle: number): number;
/**
* The restitution coefficient of this collider.
*/
coRestitution(handle: number): number;
/**
* The density of this collider.
*/
coDensity(handle: number): number;
/**
* The mass of this collider.
*/
coMass(handle: number): number;
/**
* The volume of this collider.
*/
coVolume(handle: number): number;
/**
* The collision groups of this collider.
*/
coCollisionGroups(handle: number): number;
/**
* The solver groups of this collider.
*/
coSolverGroups(handle: number): number;
/**
* The physics hooks enabled for this collider.
*/
coActiveHooks(handle: number): number;
/**
* The collision types enabled for this collider.
*/
coActiveCollisionTypes(handle: number): number;
/**
* The events enabled for this collider.
*/
coActiveEvents(handle: number): number;
/**
* The total force magnitude beyond which a contact force event can be emitted.
*/
coContactForceEventThreshold(handle: number): number;
coContainsPoint(handle: number, point: RawVector): boolean;
coCastShape(handle: number, colliderVel: RawVector, shape2: RawShape, shape2Pos: RawVector, shape2Rot: RawRotation, shape2Vel: RawVector, target_distance: number, maxToi: number, stop_at_penetration: boolean): RawShapeCastHit | undefined;
coCastCollider(handle: number, collider1Vel: RawVector, collider2handle: number, collider2Vel: RawVector, target_distance: number, max_toi: number, stop_at_penetration: boolean): RawColliderShapeCastHit | undefined;
coIntersectsShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean;
coContactShape(handle: number, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined;
coContactCollider(handle: number, collider2handle: number, prediction: number): RawShapeContact | undefined;
coProjectPoint(handle: number, point: RawVector, solid: boolean): RawPointProjection;
coIntersectsRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean;
coCastRay(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number;
coCastRayAndGetNormal(handle: number, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined;
coSetSensor(handle: number, is_sensor: boolean): void;
coSetRestitution(handle: number, restitution: number): void;
coSetFriction(handle: number, friction: number): void;
coFrictionCombineRule(handle: number): number;
coSetFrictionCombineRule(handle: number, rule: number): void;
coRestitutionCombineRule(handle: number): number;
coSetRestitutionCombineRule(handle: number, rule: number): void;
coSetCollisionGroups(handle: number, groups: number): void;
coSetSolverGroups(handle: number, groups: number): void;
coSetActiveHooks(handle: number, hooks: number): void;
coSetActiveEvents(handle: number, events: number): void;
coSetActiveCollisionTypes(handle: number, types: number): void;
coSetShape(handle: number, shape: RawShape): void;
coSetContactForceEventThreshold(handle: number, threshold: number): void;
coSetDensity(handle: number, density: number): void;
coSetMass(handle: number, mass: number): void;
coSetMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation): void;
constructor();
len(): number;
contains(handle: number): boolean;
createCollider(enabled: boolean, shape: RawShape, translation: RawVector, rotation: RawRotation, massPropsMode: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, density: number, friction: number, restitution: number, frictionCombineRule: number, restitutionCombineRule: number, isSensor: boolean, collisionGroups: number, solverGroups: number, activeCollisionTypes: number, activeHooks: number, activeEvents: number, contactForceEventThreshold: number, contactSkin: number, hasParent: boolean, parent: number, bodies: RawRigidBodySet): number | undefined;
/**
* Removes a collider from this set and wake-up the rigid-body it is attached to.
*/
remove(handle: number, islands: RawIslandManager, bodies: RawRigidBodySet, wakeUp: boolean): void;
/**
* Checks if a collider with the given integer handle exists.
*/
isHandleValid(handle: number): boolean;
/**
* Applies the given JavaScript function to the integer handle of each collider managed by this collider set.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each collider managed by this collider set. Called as `f(handle)`.
*/
forEachColliderHandle(f: Function): void;
}
export class RawColliderShapeCastHit {
private constructor();
free(): void;
colliderHandle(): number;
time_of_impact(): number;
witness1(): RawVector;
witness2(): RawVector;
normal1(): RawVector;
normal2(): RawVector;
}
export class RawContactForceEvent {
private constructor();
free(): void;
/**
* The first collider involved in the contact.
*/
collider1(): number;
/**
* The second collider involved in the contact.
*/
collider2(): number;
/**
* The sum of all the forces between the two colliders.
*/
total_force(): RawVector;
/**
* The sum of the magnitudes of each force between the two colliders.
*
* Note that this is **not** the same as the magnitude of `self.total_force`.
* Here we are summing the magnitude of all the forces, instead of taking
* the magnitude of their sum.
*/
total_force_magnitude(): number;
/**
* The world-space (unit) direction of the force with strongest magnitude.
*/
max_force_direction(): RawVector;
/**
* The magnitude of the largest force at a contact point of this contact pair.
*/
max_force_magnitude(): number;
}
export class RawContactManifold {
private constructor();
free(): void;
normal(): RawVector;
local_n1(): RawVector;
local_n2(): RawVector;
subshape1(): number;
subshape2(): number;
num_contacts(): number;
contact_local_p1(i: number): RawVector | undefined;
contact_local_p2(i: number): RawVector | undefined;
contact_dist(i: number): number;
contact_fid1(i: number): number;
contact_fid2(i: number): number;
contact_impulse(i: number): number;
contact_tangent_impulse_x(i: number): number;
contact_tangent_impulse_y(i: number): number;
num_solver_contacts(): number;
solver_contact_point(i: number): RawVector | undefined;
solver_contact_dist(i: number): number;
solver_contact_friction(i: number): number;
solver_contact_restitution(i: number): number;
solver_contact_tangent_velocity(i: number): RawVector;
}
export class RawContactPair {
private constructor();
free(): void;
collider1(): number;
collider2(): number;
numContactManifolds(): number;
contactManifold(i: number): RawContactManifold | undefined;
}
export class RawDebugRenderPipeline {
free(): void;
constructor();
vertices(): Float32Array;
colors(): Float32Array;
render(bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet, narrow_phase: RawNarrowPhase): void;
}
export class RawDeserializedWorld {
private constructor();
free(): void;
takeGravity(): RawVector | undefined;
takeIntegrationParameters(): RawIntegrationParameters | undefined;
takeIslandManager(): RawIslandManager | undefined;
takeBroadPhase(): RawBroadPhase | undefined;
takeNarrowPhase(): RawNarrowPhase | undefined;
takeBodies(): RawRigidBodySet | undefined;
takeColliders(): RawColliderSet | undefined;
takeImpulseJoints(): RawImpulseJointSet | undefined;
takeMultibodyJoints(): RawMultibodyJointSet | undefined;
}
export class RawDynamicRayCastVehicleController {
free(): void;
constructor(chassis: number);
current_vehicle_speed(): number;
chassis(): number;
index_up_axis(): number;
set_index_up_axis(axis: number): void;
index_forward_axis(): number;
set_index_forward_axis(axis: number): void;
add_wheel(chassis_connection_cs: RawVector, direction_cs: RawVector, axle_cs: RawVector, suspension_rest_length: number, radius: number): void;
num_wheels(): number;
update_vehicle(dt: number, bodies: RawRigidBodySet, colliders: RawColliderSet, queries: RawQueryPipeline, filter_flags: number, filter_groups: number | null | undefined, filter_predicate: Function): void;
wheel_chassis_connection_point_cs(i: number): RawVector | undefined;
set_wheel_chassis_connection_point_cs(i: number, value: RawVector): void;
wheel_suspension_rest_length(i: number): number | undefined;
set_wheel_suspension_rest_length(i: number, value: number): void;
wheel_max_suspension_travel(i: number): number | undefined;
set_wheel_max_suspension_travel(i: number, value: number): void;
wheel_radius(i: number): number | undefined;
set_wheel_radius(i: number, value: number): void;
wheel_suspension_stiffness(i: number): number | undefined;
set_wheel_suspension_stiffness(i: number, value: number): void;
wheel_suspension_compression(i: number): number | undefined;
set_wheel_suspension_compression(i: number, value: number): void;
wheel_suspension_relaxation(i: number): number | undefined;
set_wheel_suspension_relaxation(i: number, value: number): void;
wheel_max_suspension_force(i: number): number | undefined;
set_wheel_max_suspension_force(i: number, value: number): void;
wheel_brake(i: number): number | undefined;
set_wheel_brake(i: number, value: number): void;
wheel_steering(i: number): number | undefined;
set_wheel_steering(i: number, value: number): void;
wheel_engine_force(i: number): number | undefined;
set_wheel_engine_force(i: number, value: number): void;
wheel_direction_cs(i: number): RawVector | undefined;
set_wheel_direction_cs(i: number, value: RawVector): void;
wheel_axle_cs(i: number): RawVector | undefined;
set_wheel_axle_cs(i: number, value: RawVector): void;
wheel_friction_slip(i: number): number | undefined;
set_wheel_friction_slip(i: number, value: number): void;
wheel_side_friction_stiffness(i: number): number | undefined;
set_wheel_side_friction_stiffness(i: number, stiffness: number): void;
wheel_rotation(i: number): number | undefined;
wheel_forward_impulse(i: number): number | undefined;
wheel_side_impulse(i: number): number | undefined;
wheel_suspension_force(i: number): number | undefined;
wheel_contact_normal_ws(i: number): RawVector | undefined;
wheel_contact_point_ws(i: number): RawVector | undefined;
wheel_suspension_length(i: number): number | undefined;
wheel_hard_point_ws(i: number): RawVector | undefined;
wheel_is_in_contact(i: number): boolean;
wheel_ground_object(i: number): number | undefined;
}
/**
* A structure responsible for collecting events generated
* by the physics engine.
*/
export class RawEventQueue {
free(): void;
/**
* Creates a new event collector.
*
* # Parameters
* - `autoDrain`: setting this to `true` is strongly recommended. If true, the collector will
* be automatically drained before each `world.step(collector)`. If false, the collector will
* keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of
* RAM if no drain is performed.
*/
constructor(autoDrain: boolean);
/**
* Applies the given javascript closure on each collision event of this collector, then clear
* the internal collision event buffer.
*
* # Parameters
* - `f(handle1, handle2, started)`: JavaScript closure applied to each collision event. The
* closure should take three arguments: two integers representing the handles of the colliders
* involved in the collision, and a boolean indicating if the collision started (true) or stopped
* (false).
*/
drainCollisionEvents(f: Function): void;
drainContactForceEvents(f: Function): void;
/**
* Removes all events contained by this collector.
*/
clear(): void;
}
export class RawGenericJoint {
private constructor();
free(): void;
/**
* Creates a new joint descriptor that builds generic joints.
*
* Generic joints allow arbitrary axes of freedom to be selected
* for the joint from the available 6 degrees of freedom.
*/
static generic(anchor1: RawVector, anchor2: RawVector, axis: RawVector, lockedAxes: number): RawGenericJoint | undefined;
static spring(rest_length: number, stiffness: number, damping: number, anchor1: RawVector, anchor2: RawVector): RawGenericJoint;
static rope(length: number, anchor1: RawVector, anchor2: RawVector): RawGenericJoint;
/**
* Create a new joint descriptor that builds spherical joints.
*
* A spherical joints allows three relative rotational degrees of freedom
* by preventing any relative translation between the anchors of the
* two attached rigid-bodies.
*/
static spherical(anchor1: RawVector, anchor2: RawVector): RawGenericJoint;
/**
* Creates a new joint descriptor that builds a Prismatic joint.
*
* A prismatic joint removes all the degrees of freedom between the
* affected bodies, except for the translation along one axis.
*
* Returns `None` if any of the provided axes cannot be normalized.
*/
static prismatic(anchor1: RawVector, anchor2: RawVector, axis: RawVector, limitsEnabled: boolean, limitsMin: number, limitsMax: number): RawGenericJoint | undefined;
/**
* Creates a new joint descriptor that builds a Fixed joint.
*
* A fixed joint removes all the degrees of freedom between the affected bodies.
*/
static fixed(anchor1: RawVector, axes1: RawRotation, anchor2: RawVector, axes2: RawRotation): RawGenericJoint;
/**
* Create a new joint descriptor that builds Revolute joints.
*
* A revolute joint removes all degrees of freedom between the affected
* bodies except for the rotation along one axis.
*/
static revolute(anchor1: RawVector, anchor2: RawVector, axis: RawVector): RawGenericJoint | undefined;
}
export class RawImpulseJointSet {
free(): void;
/**
* The type of this joint.
*/
jointType(handle: number): RawJointType;
/**
* The unique integer identifier of the first rigid-body this joint it attached to.
*/
jointBodyHandle1(handle: number): number;
/**
* The unique integer identifier of the second rigid-body this joint is attached to.
*/
jointBodyHandle2(handle: number): number;
/**
* The angular part of the joint’s local frame relative to the first rigid-body it is attached to.
*/
jointFrameX1(handle: number): RawRotation;
/**
* The angular part of the joint’s local frame relative to the second rigid-body it is attached to.
*/
jointFrameX2(handle: number): RawRotation;
/**
* The position of the first anchor of this joint.
*
* The first anchor gives the position of the points application point on the
* local frame of the first rigid-body it is attached to.
*/
jointAnchor1(handle: number): RawVector;
/**
* The position of the second anchor of this joint.
*
* The second anchor gives the position of the points application point on the
* local frame of the second rigid-body it is attached to.
*/
jointAnchor2(handle: number): RawVector;
/**
* Sets the position of the first local anchor
*/
jointSetAnchor1(handle: number, newPos: RawVector): void;
/**
* Sets the position of the second local anchor
*/
jointSetAnchor2(handle: number, newPos: RawVector): void;
/**
* Are contacts between the rigid-bodies attached by this joint enabled?
*/
jointContactsEnabled(handle: number): boolean;
/**
* Sets whether contacts are enabled between the rigid-bodies attached by this joint.
*/
jointSetContactsEnabled(handle: number, enabled: boolean): void;
/**
* Are the limits for this joint enabled?
*/
jointLimitsEnabled(handle: number, axis: RawJointAxis): boolean;
/**
* Return the lower limit along the given joint axis.
*/
jointLimitsMin(handle: number, axis: RawJointAxis): number;
/**
* If this is a prismatic joint, returns its upper limit.
*/
jointLimitsMax(handle: number, axis: RawJointAxis): number;
/**
* Enables and sets the joint limits
*/
jointSetLimits(handle: number, axis: RawJointAxis, min: number, max: number): void;
jointConfigureMotorModel(handle: number, axis: RawJointAxis, model: RawMotorModel): void;
jointConfigureMotorVelocity(handle: number, axis: RawJointAxis, targetVel: number, factor: number): void;
jointConfigureMotorPosition(handle: number, axis: RawJointAxis, targetPos: number, stiffness: number, damping: number): void;
jointConfigureMotor(handle: number, axis: RawJointAxis, targetPos: number, targetVel: number, stiffness: number, damping: number): void;
constructor();
createJoint(params: RawGenericJoint, parent1: number, parent2: number, wake_up: boolean): number;
remove(handle: number, wakeUp: boolean): void;
len(): number;
contains(handle: number): boolean;
/**
* Applies the given JavaScript function to the integer handle of each joint managed by this physics world.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`.
*/
forEachJointHandle(f: Function): void;
/**
* Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`.
*/
forEachJointAttachedToRigidBody(body: number, f: Function): void;
}
export class RawIntegrationParameters {
free(): void;
constructor();
switchToStandardPgsSolver(): void;
switchToSmallStepsPgsSolver(): void;
switchToSmallStepsPgsSolverWithoutWarmstart(): void;
dt: number;
readonly contact_erp: number;
normalizedAllowedLinearError: number;
normalizedPredictionDistance: number;
numSolverIterations: number;
numAdditionalFrictionIterations: number;
numInternalPgsIterations: number;
minIslandSize: number;
maxCcdSubsteps: number;
lengthUnit: number;
set contact_natural_frequency(value: number);
}
export class RawIslandManager {
free(): void;
constructor();
/**
* Applies the given JavaScript function to the integer handle of each active rigid-body
* managed by this island manager.
*
* After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by
* the physics engine in order to save computational power. A sleeping rigid-body never moves
* unless it is moved manually by the user.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each active rigid-body managed by this
* set. Called as `f(collider)`.
*/
forEachActiveRigidBodyHandle(f: Function): void;
}
export class RawKinematicCharacterController {
free(): void;
constructor(offset: number);
up(): RawVector;
setUp(vector: RawVector): void;
normalNudgeFactor(): number;
setNormalNudgeFactor(value: number): void;
offset(): number;
setOffset(value: number): void;
slideEnabled(): boolean;
setSlideEnabled(enabled: boolean): void;
autostepMaxHeight(): number | undefined;
autostepMinWidth(): number | undefined;
autostepIncludesDynamicBodies(): boolean | undefined;
autostepEnabled(): boolean;
enableAutostep(maxHeight: number, minWidth: number, includeDynamicBodies: boolean): void;
disableAutostep(): void;
maxSlopeClimbAngle(): number;
setMaxSlopeClimbAngle(angle: number): void;
minSlopeSlideAngle(): number;
setMinSlopeSlideAngle(angle: number): void;
snapToGroundDistance(): number | undefined;
enableSnapToGround(distance: number): void;
disableSnapToGround(): void;
snapToGroundEnabled(): boolean;
computeColliderMovement(dt: number, bodies: RawRigidBodySet, colliders: RawColliderSet, queries: RawQueryPipeline, collider_handle: number, desired_translation_delta: RawVector, apply_impulses_to_dynamic_bodies: boolean, character_mass: number | null | undefined, filter_flags: number, filter_groups: number | null | undefined, filter_predicate: Function): void;
computedMovement(): RawVector;
computedGrounded(): boolean;
numComputedCollisions(): number;
computedCollision(i: number, collision: RawCharacterCollision): boolean;
}
export class RawMultibodyJointSet {
free(): void;
/**
* The type of this joint.
*/
jointType(handle: number): RawJointType;
/**
* The angular part of the joint’s local frame relative to the first rigid-body it is attached to.
*/
jointFrameX1(handle: number): RawRotation;
/**
* The angular part of the joint’s local frame relative to the second rigid-body it is attached to.
*/
jointFrameX2(handle: number): RawRotation;
/**
* The position of the first anchor of this joint.
*
* The first anchor gives the position of the points application point on the
* local frame of the first rigid-body it is attached to.
*/
jointAnchor1(handle: number): RawVector;
/**
* The position of the second anchor of this joint.
*
* The second anchor gives the position of the points application point on the
* local frame of the second rigid-body it is attached to.
*/
jointAnchor2(handle: number): RawVector;
/**
* Are contacts between the rigid-bodies attached by this joint enabled?
*/
jointContactsEnabled(handle: number): boolean;
/**
* Sets whether contacts are enabled between the rigid-bodies attached by this joint.
*/
jointSetContactsEnabled(handle: number, enabled: boolean): void;
/**
* Are the limits for this joint enabled?
*/
jointLimitsEnabled(handle: number, axis: RawJointAxis): boolean;
/**
* Return the lower limit along the given joint axis.
*/
jointLimitsMin(handle: number, axis: RawJointAxis): number;
/**
* If this is a prismatic joint, returns its upper limit.
*/
jointLimitsMax(handle: number, axis: RawJointAxis): number;
constructor();
createJoint(params: RawGenericJoint, parent1: number, parent2: number, wakeUp: boolean): number;
remove(handle: number, wakeUp: boolean): void;
contains(handle: number): boolean;
/**
* Applies the given JavaScript function to the integer handle of each joint managed by this physics world.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each joint managed by this set. Called as `f(collider)`.
*/
forEachJointHandle(f: Function): void;
/**
* Applies the given JavaScript function to the integer handle of each joint attached to the given rigid-body.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each joint attached to the rigid-body. Called as `f(collider)`.
*/
forEachJointAttachedToRigidBody(body: number, f: Function): void;
}
export class RawNarrowPhase {
free(): void;
constructor();
contact_pairs_with(handle1: number, f: Function): void;
contact_pair(handle1: number, handle2: number): RawContactPair | undefined;
intersection_pairs_with(handle1: number, f: Function): void;
intersection_pair(handle1: number, handle2: number): boolean;
}
export class RawPhysicsPipeline {
free(): void;
constructor();
step(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver): void;
stepWithEvents(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet, ccd_solver: RawCCDSolver, eventQueue: RawEventQueue, hookObject: object, hookFilterContactPair: Function, hookFilterIntersectionPair: Function): void;
}
export class RawPidController {
free(): void;
constructor(kp: number, ki: number, kd: number, axes_mask: number);
set_kp(kp: number, axes: number): void;
set_ki(ki: number, axes: number): void;
set_kd(kd: number, axes: number): void;
set_axes_mask(axes_mask: number): void;
reset_integrals(): void;
apply_linear_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_translation: RawVector, target_linvel: RawVector): void;
apply_angular_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_rotation: RawRotation, target_angvel: RawVector): void;
linear_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_translation: RawVector, target_linvel: RawVector): RawVector;
angular_correction(dt: number, bodies: RawRigidBodySet, rb_handle: number, target_rotation: RawRotation, target_angvel: RawVector): RawVector;
}
export class RawPointColliderProjection {
private constructor();
free(): void;
colliderHandle(): number;
point(): RawVector;
isInside(): boolean;
featureType(): RawFeatureType;
featureId(): number | undefined;
}
export class RawPointProjection {
private constructor();
free(): void;
point(): RawVector;
isInside(): boolean;
}
export class RawQueryPipeline {
free(): void;
constructor();
update(colliders: RawColliderSet): void;
castRay(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawRayColliderHit | undefined;
castRayAndGetNormal(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawRayColliderIntersection | undefined;
intersectionsWithRay(bodies: RawRigidBodySet, colliders: RawColliderSet, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void;
intersectionWithShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): number | undefined;
projectPoint(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, solid: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawPointColliderProjection | undefined;
projectPointAndGetFeature(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawPointColliderProjection | undefined;
intersectionsWithPoint(bodies: RawRigidBodySet, colliders: RawColliderSet, point: RawVector, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void;
castShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shapeVel: RawVector, shape: RawShape, target_distance: number, maxToi: number, stop_at_penetration: boolean, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): RawColliderShapeCastHit | undefined;
intersectionsWithShape(bodies: RawRigidBodySet, colliders: RawColliderSet, shapePos: RawVector, shapeRot: RawRotation, shape: RawShape, callback: Function, filter_flags: number, filter_groups: number | null | undefined, filter_exclude_collider: number | null | undefined, filter_exclude_rigid_body: number | null | undefined, filter_predicate: Function): void;
collidersWithAabbIntersectingAabb(aabbCenter: RawVector, aabbHalfExtents: RawVector, callback: Function): void;
}
export class RawRayColliderHit {
private constructor();
free(): void;
colliderHandle(): number;
timeOfImpact(): number;
}
export class RawRayColliderIntersection {
private constructor();
free(): void;
colliderHandle(): number;
normal(): RawVector;
time_of_impact(): number;
featureType(): RawFeatureType;
featureId(): number | undefined;
}
export class RawRayIntersection {
private constructor();
free(): void;
normal(): RawVector;
time_of_impact(): number;
featureType(): RawFeatureType;
featureId(): number | undefined;
}
export class RawRigidBodySet {
free(): void;
/**
* The world-space translation of this rigid-body.
*/
rbTranslation(handle: number): RawVector;
/**
* The world-space orientation of this rigid-body.
*/
rbRotation(handle: number): RawRotation;
/**
* Put the given rigid-body to sleep.
*/
rbSleep(handle: number): void;
/**
* Is this rigid-body sleeping?
*/
rbIsSleeping(handle: number): boolean;
/**
* Is the velocity of this rigid-body not zero?
*/
rbIsMoving(handle: number): boolean;
/**
* The world-space predicted translation of this rigid-body.
*
* If this rigid-body is kinematic this value is set by the `setNextKinematicTranslation`
* method and is used for estimating the kinematic body velocity at the next timestep.
* For non-kinematic bodies, this value is currently unspecified.
*/
rbNextTranslation(handle: number): RawVector;
/**
* The world-space predicted orientation of this rigid-body.
*
* If this rigid-body is kinematic this value is set by the `setNextKinematicRotation`
* method and is used for estimating the kinematic body velocity at the next timestep.
* For non-kinematic bodies, this value is currently unspecified.
*/
rbNextRotation(handle: number): RawRotation;
/**
* Sets the translation of this rigid-body.
*
* # Parameters
* - `x`: the world-space position of the rigid-body along the `x` axis.
* - `y`: the world-space position of the rigid-body along the `y` axis.
* - `z`: the world-space position of the rigid-body along the `z` axis.
* - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
rbSetTranslation(handle: number, x: number, y: number, z: number, wakeUp: boolean): void;
/**
* Sets the rotation quaternion of this rigid-body.
*
* This does nothing if a zero quaternion is provided.
*
* # Parameters
* - `x`: the first vector component of the quaternion.
* - `y`: the second vector component of the quaternion.
* - `z`: the third vector component of the quaternion.
* - `w`: the scalar component of the quaternion.
* - `wakeUp`: forces the rigid-body to wake-up so it is properly affected by forces if it
* wasn't moving before modifying its position.
*/
rbSetRotation(handle: number, x: number, y: number, z: number, w: number, wakeUp: boolean): void;
/**
* Sets the linear velocity of this rigid-body.
*/
rbSetLinvel(handle: number, linvel: RawVector, wakeUp: boolean): void;
/**
* Sets the angular velocity of this rigid-body.
*/
rbSetAngvel(handle: number, angvel: RawVector, wakeUp: boolean): void;
/**
* If this rigid body is kinematic, sets its future translation after the next timestep integration.
*
* This should be used instead of `rigidBody.setTranslation` to make the dynamic object
* interacting with this kinematic body behave as expected. Internally, Rapier will compute
* an artificial velocity for this rigid-body from its current position and its next kinematic
* position. This velocity will be used to compute forces on dynamic bodies interacting with
* this body.
*
* # Parameters
* - `x`: the world-space position of the rigid-body along the `x` axis.
* - `y`: the world-space position of the rigid-body along the `y` axis.
* - `z`: the world-space position of the rigid-body along the `z` axis.
*/
rbSetNextKinematicTranslation(handle: number, x: number, y: number, z: number): void;
/**
* If this rigid body is kinematic, sets its future rotation after the next timestep integration.
*
* This should be used instead of `rigidBody.setRotation` to make the dynamic object
* interacting with this kinematic body behave as expected. Internally, Rapier will compute
* an artificial velocity for this rigid-body from its current position and its next kinematic
* position. This velocity will be used to compute forces on dynamic bodies interacting with
* this body.
*
* # Parameters
* - `x`: the first vector component of the quaternion.
* - `y`: the second vector component of the quaternion.
* - `z`: the third vector component of the quaternion.
* - `w`: the scalar component of the quaternion.
*/
rbSetNextKinematicRotation(handle: number, x: number, y: number, z: number, w: number): void;
rbRecomputeMassPropertiesFromColliders(handle: number, colliders: RawColliderSet): void;
rbSetAdditionalMass(handle: number, mass: number, wake_up: boolean): void;
rbSetAdditionalMassProperties(handle: number, mass: number, centerOfMass: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, wake_up: boolean): void;
/**
* The linear velocity of this rigid-body.
*/
rbLinvel(handle: number): RawVector;
/**
* The angular velocity of this rigid-body.
*/
rbAngvel(handle: number): RawVector;
rbLockTranslations(handle: number, locked: boolean, wake_up: boolean): void;
rbSetEnabledTranslations(handle: number, allow_x: boolean, allow_y: boolean, allow_z: boolean, wake_up: boolean): void;
rbLockRotations(handle: number, locked: boolean, wake_up: boolean): void;
rbSetEnabledRotations(handle: number, allow_x: boolean, allow_y: boolean, allow_z: boolean, wake_up: boolean): void;
rbDominanceGroup(handle: number): number;
rbSetDominanceGroup(handle: number, group: number): void;
rbEnableCcd(handle: number, enabled: boolean): void;
rbSetSoftCcdPrediction(handle: number, prediction: number): void;
/**
* The mass of this rigid-body.
*/
rbMass(handle: number): number;
/**
* The inverse of the mass of a rigid-body.
*
* If this is zero, the rigid-body is assumed to have infinite mass.
*/
rbInvMass(handle: number): number;
/**
* The inverse mass taking into account translation locking.
*/
rbEffectiveInvMass(handle: number): RawVector;
/**
* The center of mass of a rigid-body expressed in its local-space.
*/
rbLocalCom(handle: number): RawVector;
/**
* The world-space center of mass of the rigid-body.
*/
rbWorldCom(handle: number): RawVector;
/**
* The inverse of the principal angular inertia of the rigid-body.
*
* Components set to zero are assumed to be infinite along the corresponding principal axis.
*/
rbInvPrincipalInertiaSqrt(handle: number): RawVector;
/**
* The principal vectors of the local angular inertia tensor of the rigid-body.
*/
rbPrincipalInertiaLocalFrame(handle: number): RawRotation;
/**
* The angular inertia along the principal inertia axes of the rigid-body.
*/
rbPrincipalInertia(handle: number): RawVector;
/**
* The square-root of the world-space inverse angular inertia tensor of the rigid-body,
* taking into account rotation locking.
*/
rbEffectiveWorldInvInertiaSqrt(handle: number): RawSdpMatrix3;
/**
* The effective world-space angular inertia (that takes the potential rotation locking into account) of
* this rigid-body.
*/
rbEffectiveAngularInertia(handle: number): RawSdpMatrix3;
/**
* Wakes this rigid-body up.
*
* A dynamic rigid-body that does not move during several consecutive frames will
* be put to sleep by the physics engine, i.e., it will stop being simulated in order
* to avoid useless computations.
* This method forces a sleeping rigid-body to wake-up. This is useful, e.g., before modifying
* the position of a dynamic body so that it is properly simulated afterwards.
*/
rbWakeUp(handle: number): void;
/**
* Is Continuous Collision Detection enabled for this rigid-body?
*/
rbIsCcdEnabled(handle: number): boolean;
rbSoftCcdPrediction(handle: number): number;
/**
* The number of colliders attached to this rigid-body.
*/
rbNumColliders(handle: number): number;
/**
* Retrieves the `i-th` collider attached to this rigid-body.
*
* # Parameters
* - `at`: The index of the collider to retrieve. Must be a number in `[0, this.numColliders()[`.
* This index is **not** the same as the unique identifier of the collider.
*/
rbCollider(handle: number, at: number): number;
/**
* The status of this rigid-body: fixed, dynamic, or kinematic.
*/
rbBodyType(handle: number): RawRigidBodyType;
/**
* Set a new status for this rigid-body: fixed, dynamic, or kinematic.
*/
rbSetBodyType(handle: number, status: RawRigidBodyType, wake_up: boolean): void;
/**
* Is this rigid-body fixed?
*/
rbIsFixed(handle: number): boolean;
/**
* Is this rigid-body kinematic?
*/
rbIsKinematic(handle: number): boolean;
/**
* Is this rigid-body dynamic?
*/
rbIsDynamic(handle: number): boolean;
/**
* The linear damping coefficient of this rigid-body.
*/
rbLinearDamping(handle: number): number;
/**
* The angular damping coefficient of this rigid-body.
*/
rbAngularDamping(handle: number): number;
rbSetLinearDamping(handle: number, factor: number): void;
rbSetAngularDamping(handle: number, factor: number): void;
rbSetEnabled(handle: number, enabled: boolean): void;
rbIsEnabled(handle: number): boolean;
rbGravityScale(handle: number): number;
rbSetGravityScale(handle: number, factor: number, wakeUp: boolean): void;
/**
* Resets to zero all user-added forces added to this rigid-body.
*/
rbResetForces(handle: number, wakeUp: boolean): void;
/**
* Resets to zero all user-added torques added to this rigid-body.
*/
rbResetTorques(handle: number, wakeUp: boolean): void;
/**
* Adds a force at the center-of-mass of this rigid-body.
*
* # Parameters
* - `force`: the world-space force to apply on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbAddForce(handle: number, force: RawVector, wakeUp: boolean): void;
/**
* Applies an impulse at the center-of-mass of this rigid-body.
*
* # Parameters
* - `impulse`: the world-space impulse to apply on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbApplyImpulse(handle: number, impulse: RawVector, wakeUp: boolean): void;
/**
* Adds a torque at the center-of-mass of this rigid-body.
*
* # Parameters
* - `torque`: the world-space torque to apply on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbAddTorque(handle: number, torque: RawVector, wakeUp: boolean): void;
/**
* Applies an impulsive torque at the center-of-mass of this rigid-body.
*
* # Parameters
* - `torque impulse`: the world-space torque impulse to apply on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbApplyTorqueImpulse(handle: number, torque_impulse: RawVector, wakeUp: boolean): void;
/**
* Adds a force at the given world-space point of this rigid-body.
*
* # Parameters
* - `force`: the world-space force to apply on the rigid-body.
* - `point`: the world-space point where the impulse is to be applied on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbAddForceAtPoint(handle: number, force: RawVector, point: RawVector, wakeUp: boolean): void;
/**
* Applies an impulse at the given world-space point of this rigid-body.
*
* # Parameters
* - `impulse`: the world-space impulse to apply on the rigid-body.
* - `point`: the world-space point where the impulse is to be applied on the rigid-body.
* - `wakeUp`: should the rigid-body be automatically woken-up?
*/
rbApplyImpulseAtPoint(handle: number, impulse: RawVector, point: RawVector, wakeUp: boolean): void;
rbAdditionalSolverIterations(handle: number): number;
rbSetAdditionalSolverIterations(handle: number, iters: number): void;
/**
* An arbitrary user-defined 32-bit integer
*/
rbUserData(handle: number): number;
/**
* Sets the user-defined 32-bit integer of this rigid-body.
*
* # Parameters
* - `data`: an arbitrary user-defined 32-bit integer.
*/
rbSetUserData(handle: number, data: number): void;
/**
* Retrieves the constant force(s) the user added to this rigid-body.
* Returns zero if the rigid-body is not dynamic.
*/
rbUserForce(handle: number): RawVector;
/**
* Retrieves the constant torque(s) the user added to this rigid-body.
* Returns zero if the rigid-body is not dynamic.
*/
rbUserTorque(handle: number): RawVector;
constructor();
createRigidBody(enabled: boolean, translation: RawVector, rotation: RawRotation, gravityScale: number, mass: number, massOnly: boolean, centerOfMass: RawVector, linvel: RawVector, angvel: RawVector, principalAngularInertia: RawVector, angularInertiaFrame: RawRotation, translationEnabledX: boolean, translationEnabledY: boolean, translationEnabledZ: boolean, rotationEnabledX: boolean, rotationEnabledY: boolean, rotationEnabledZ: boolean, linearDamping: number, angularDamping: number, rb_type: RawRigidBodyType, canSleep: boolean, sleeping: boolean, softCcdPrediction: number, ccdEnabled: boolean, dominanceGroup: number, additional_solver_iterations: number): number;
remove(handle: number, islands: RawIslandManager, colliders: RawColliderSet, joints: RawImpulseJointSet, articulations: RawMultibodyJointSet): void;
/**
* The number of rigid-bodies on this set.
*/
len(): number;
/**
* Checks if a rigid-body with the given integer handle exists.
*/
contains(handle: number): boolean;
/**
* Applies the given JavaScript function to the integer handle of each rigid-body managed by this set.
*
* # Parameters
* - `f(handle)`: the function to apply to the integer handle of each rigid-body managed by this set. Called as `f(collider)`.
*/
forEachRigidBodyHandle(f: Function): void;
propagateModifiedBodyPositionsToColliders(colliders: RawColliderSet): void;
}
/**
* A rotation quaternion.
*/
export class RawRotation {
free(): void;
constructor(x: number, y: number, z: number, w: number);
/**
* The identity quaternion.
*/
static identity(): RawRotation;
/**
* The `x` component of this quaternion.
*/
readonly x: number;
/**
* The `y` component of this quaternion.
*/
readonly y: number;
/**
* The `z` component of this quaternion.
*/
readonly z: number;
/**
* The `w` component of this quaternion.
*/
readonly w: number;
}
export class RawSdpMatrix3 {
private constructor();
free(): void;
/**
* Row major list of the upper-triangular part of the symmetric matrix.
*/
elements(): Float32Array;
}
export class RawSerializationPipeline {
free(): void;
constructor();
serializeAll(gravity: RawVector, integrationParameters: RawIntegrationParameters, islands: RawIslandManager, broadPhase: RawBroadPhase, narrowPhase: RawNarrowPhase, bodies: RawRigidBodySet, colliders: RawColliderSet, impulse_joints: RawImpulseJointSet, multibody_joints: RawMultibodyJointSet): Uint8Array | undefined;
deserializeAll(data: Uint8Array): RawDeserializedWorld | undefined;
}
export class RawShape {
private constructor();
free(): void;
static cuboid(hx: number, hy: number, hz: number): RawShape;
static roundCuboid(hx: number, hy: number, hz: number, borderRadius: number): RawShape;
static ball(radius: number): RawShape;
static halfspace(normal: RawVector): RawShape;
static capsule(halfHeight: number, radius: number): RawShape;
static cylinder(halfHeight: number, radius: number): RawShape;
static roundCylinder(halfHeight: number, radius: number, borderRadius: number): RawShape;
static cone(halfHeight: number, radius: number): RawShape;
static roundCone(halfHeight: number, radius: number, borderRadius: number): RawShape;
static polyline(vertices: Float32Array, indices: Uint32Array): RawShape;
static trimesh(vertices: Float32Array, indices: Uint32Array, flags: number): RawShape | undefined;
static heightfield(nrows: number, ncols: number, heights: Float32Array, scale: RawVector, flags: number): RawShape;
static segment(p1: RawVector, p2: RawVector): RawShape;
static triangle(p1: RawVector, p2: RawVector, p3: RawVector): RawShape;
static roundTriangle(p1: RawVector, p2: RawVector, p3: RawVector, borderRadius: number): RawShape;
static convexHull(points: Float32Array): RawShape | undefined;
static roundConvexHull(points: Float32Array, borderRadius: number): RawShape | undefined;
static convexMesh(vertices: Float32Array, indices: Uint32Array): RawShape | undefined;
static roundConvexMesh(vertices: Float32Array, indices: Uint32Array, borderRadius: number): RawShape | undefined;
castShape(shapePos1: RawVector, shapeRot1: RawRotation, shapeVel1: RawVector, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, shapeVel2: RawVector, target_distance: number, maxToi: number, stop_at_penetration: boolean): RawShapeCastHit | undefined;
intersectsShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation): boolean;
contactShape(shapePos1: RawVector, shapeRot1: RawRotation, shape2: RawShape, shapePos2: RawVector, shapeRot2: RawRotation, prediction: number): RawShapeContact | undefined;
containsPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector): boolean;
projectPoint(shapePos: RawVector, shapeRot: RawRotation, point: RawVector, solid: boolean): RawPointProjection;
intersectsRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number): boolean;
castRay(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): number;
castRayAndGetNormal(shapePos: RawVector, shapeRot: RawRotation, rayOrig: RawVector, rayDir: RawVector, maxToi: number, solid: boolean): RawRayIntersection | undefined;
}
export class RawShapeCastHit {
private constructor();
free(): void;
time_of_impact(): number;
witness1(): RawVector;
witness2(): RawVector;
normal1(): RawVector;
normal2(): RawVector;
}
export class RawShapeContact {
private constructor();
free(): void;
distance(): number;
point1(): RawVector;
point2(): RawVector;
normal1(): RawVector;
normal2(): RawVector;
}
/**
* A vector.
*/
export class RawVector {
free(): void;
/**
* Creates a new vector filled with zeros.
*/
static zero(): RawVector;
/**
* Creates a new 3D vector from its two components.
*
* # Parameters
* - `x`: the `x` component of this 3D vector.
* - `y`: the `y` component of this 3D vector.
* - `z`: the `z` component of this 3D vector.
*/
constructor(x: number, y: number, z: number);
/**
* Create a new 3D vector from this vector with its components rearranged as `{x, y, z}`.
*
* This will effectively return a copy of `this`. This method exist for completeness with the
* other swizzling functions.
*/
xyz(): RawVector;
/**
* Create a new 3D vector from this vector with its components rearranged as `{y, x, z}`.
*/
yxz(): RawVector;
/**
* Create a new 3D vector from this vector with its components rearranged as `{z, x, y}`.
*/
zxy(): RawVector;
/**
* Create a new 3D vector from this vector with its components rearranged as `{x, z, y}`.
*/
xzy(): RawVector;
/**
* Create a new 3D vector from this vector with its components rearranged as `{y, z, x}`.
*/
yzx(): RawVector;
/**
* Create a new 3D vector from this vector with its components rearranged as `{z, y, x}`.
*/
zyx(): RawVector;
/**
* The `x` component of this vector.
*/
x: number;
/**
* The `y` component of this vector.
*/
y: number;
/**
* The `z` component of this vector.
*/
z: number;
}
export type InitInput = RequestInfo | URL | Response | BufferSource | WebAssembly.Module;
export interface InitOutput {
readonly memory: WebAssembly.Memory;
readonly version: (a: number) => void;
readonly __wbg_rawkinematiccharactercontroller_free: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_new: (a: number) => number;
readonly rawkinematiccharactercontroller_setUp: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_normalNudgeFactor: (a: number) => number;
readonly rawkinematiccharactercontroller_setNormalNudgeFactor: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_setOffset: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_slideEnabled: (a: number) => number;
readonly rawkinematiccharactercontroller_setSlideEnabled: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_autostepMaxHeight: (a: number) => number;
readonly rawkinematiccharactercontroller_autostepMinWidth: (a: number) => number;
readonly rawkinematiccharactercontroller_autostepIncludesDynamicBodies: (a: number) => number;
readonly rawkinematiccharactercontroller_autostepEnabled: (a: number) => number;
readonly rawkinematiccharactercontroller_enableAutostep: (a: number, b: number, c: number, d: number) => void;
readonly rawkinematiccharactercontroller_disableAutostep: (a: number) => void;
readonly rawkinematiccharactercontroller_maxSlopeClimbAngle: (a: number) => number;
readonly rawkinematiccharactercontroller_setMaxSlopeClimbAngle: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_minSlopeSlideAngle: (a: number) => number;
readonly rawkinematiccharactercontroller_setMinSlopeSlideAngle: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_snapToGroundDistance: (a: number) => number;
readonly rawkinematiccharactercontroller_enableSnapToGround: (a: number, b: number) => void;
readonly rawkinematiccharactercontroller_disableSnapToGround: (a: number) => void;
readonly rawkinematiccharactercontroller_snapToGroundEnabled: (a: number) => number;
readonly rawkinematiccharactercontroller_computeColliderMovement: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number) => void;
readonly rawkinematiccharactercontroller_computedMovement: (a: number) => number;
readonly rawkinematiccharactercontroller_computedGrounded: (a: number) => number;
readonly rawkinematiccharactercontroller_numComputedCollisions: (a: number) => number;
readonly rawkinematiccharactercontroller_computedCollision: (a: number, b: number, c: number) => number;
readonly __wbg_rawcharactercollision_free: (a: number, b: number) => void;
readonly rawcharactercollision_new: () => number;
readonly rawcharactercollision_handle: (a: number) => number;
readonly rawcharactercollision_translationDeltaApplied: (a: number) => number;
readonly rawcharactercollision_translationDeltaRemaining: (a: number) => number;
readonly rawcharactercollision_toi: (a: number) => number;
readonly rawcharactercollision_worldWitness1: (a: number) => number;
readonly rawcharactercollision_worldWitness2: (a: number) => number;
readonly rawcharactercollision_worldNormal1: (a: number) => number;
readonly rawcharactercollision_worldNormal2: (a: number) => number;
readonly __wbg_rawpidcontroller_free: (a: number, b: number) => void;
readonly rawpidcontroller_new: (a: number, b: number, c: number, d: number) => number;
readonly rawpidcontroller_set_kp: (a: number, b: number, c: number) => void;
readonly rawpidcontroller_set_ki: (a: number, b: number, c: number) => void;
readonly rawpidcontroller_set_kd: (a: number, b: number, c: number) => void;
readonly rawpidcontroller_set_axes_mask: (a: number, b: number) => void;
readonly rawpidcontroller_reset_integrals: (a: number) => void;
readonly rawpidcontroller_apply_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawpidcontroller_apply_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawpidcontroller_linear_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawpidcontroller_angular_correction: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly __wbg_rawdynamicraycastvehiclecontroller_free: (a: number, b: number) => void;
readonly rawdynamicraycastvehiclecontroller_new: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_current_vehicle_speed: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_chassis: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_index_up_axis: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_index_up_axis: (a: number, b: number) => void;
readonly rawdynamicraycastvehiclecontroller_index_forward_axis: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_index_forward_axis: (a: number, b: number) => void;
readonly rawdynamicraycastvehiclecontroller_add_wheel: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawdynamicraycastvehiclecontroller_num_wheels: (a: number) => number;
readonly rawdynamicraycastvehiclecontroller_update_vehicle: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_chassis_connection_point_cs: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_chassis_connection_point_cs: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_rest_length: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_suspension_rest_length: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_max_suspension_travel: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_max_suspension_travel: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_radius: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_radius: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_stiffness: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_suspension_stiffness: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_compression: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_suspension_compression: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_relaxation: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_suspension_relaxation: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_max_suspension_force: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_max_suspension_force: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_brake: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_brake: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_steering: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_steering: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_engine_force: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_engine_force: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_direction_cs: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_direction_cs: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_axle_cs: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_axle_cs: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_friction_slip: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_friction_slip: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_side_friction_stiffness: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_set_wheel_side_friction_stiffness: (a: number, b: number, c: number) => void;
readonly rawdynamicraycastvehiclecontroller_wheel_rotation: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_forward_impulse: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_side_impulse: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_force: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_contact_normal_ws: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_contact_point_ws: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_suspension_length: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_hard_point_ws: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_is_in_contact: (a: number, b: number) => number;
readonly rawdynamicraycastvehiclecontroller_wheel_ground_object: (a: number, b: number, c: number) => void;
readonly __wbg_rawccdsolver_free: (a: number, b: number) => void;
readonly rawccdsolver_new: () => number;
readonly rawimpulsejointset_jointType: (a: number, b: number) => number;
readonly rawimpulsejointset_jointBodyHandle1: (a: number, b: number) => number;
readonly rawimpulsejointset_jointBodyHandle2: (a: number, b: number) => number;
readonly rawimpulsejointset_jointFrameX1: (a: number, b: number) => number;
readonly rawimpulsejointset_jointFrameX2: (a: number, b: number) => number;
readonly rawimpulsejointset_jointAnchor1: (a: number, b: number) => number;
readonly rawimpulsejointset_jointAnchor2: (a: number, b: number) => number;
readonly rawimpulsejointset_jointSetAnchor1: (a: number, b: number, c: number) => void;
readonly rawimpulsejointset_jointSetAnchor2: (a: number, b: number, c: number) => void;
readonly rawimpulsejointset_jointContactsEnabled: (a: number, b: number) => number;
readonly rawimpulsejointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void;
readonly rawimpulsejointset_jointLimitsEnabled: (a: number, b: number, c: number) => number;
readonly rawimpulsejointset_jointLimitsMin: (a: number, b: number, c: number) => number;
readonly rawimpulsejointset_jointLimitsMax: (a: number, b: number, c: number) => number;
readonly rawimpulsejointset_jointSetLimits: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawimpulsejointset_jointConfigureMotorModel: (a: number, b: number, c: number, d: number) => void;
readonly rawimpulsejointset_jointConfigureMotorVelocity: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawimpulsejointset_jointConfigureMotorPosition: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawimpulsejointset_jointConfigureMotor: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly __wbg_rawimpulsejointset_free: (a: number, b: number) => void;
readonly rawimpulsejointset_new: () => number;
readonly rawimpulsejointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawimpulsejointset_remove: (a: number, b: number, c: number) => void;
readonly rawimpulsejointset_len: (a: number) => number;
readonly rawimpulsejointset_contains: (a: number, b: number) => number;
readonly rawimpulsejointset_forEachJointHandle: (a: number, b: number) => void;
readonly rawimpulsejointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void;
readonly __wbg_rawintegrationparameters_free: (a: number, b: number) => void;
readonly rawintegrationparameters_new: () => number;
readonly rawintegrationparameters_dt: (a: number) => number;
readonly rawintegrationparameters_contact_erp: (a: number) => number;
readonly rawintegrationparameters_normalizedAllowedLinearError: (a: number) => number;
readonly rawintegrationparameters_numSolverIterations: (a: number) => number;
readonly rawintegrationparameters_numAdditionalFrictionIterations: (a: number) => number;
readonly rawintegrationparameters_numInternalPgsIterations: (a: number) => number;
readonly rawintegrationparameters_maxCcdSubsteps: (a: number) => number;
readonly rawintegrationparameters_lengthUnit: (a: number) => number;
readonly rawintegrationparameters_set_dt: (a: number, b: number) => void;
readonly rawintegrationparameters_set_contact_natural_frequency: (a: number, b: number) => void;
readonly rawintegrationparameters_set_normalizedAllowedLinearError: (a: number, b: number) => void;
readonly rawintegrationparameters_set_normalizedPredictionDistance: (a: number, b: number) => void;
readonly rawintegrationparameters_set_numSolverIterations: (a: number, b: number) => void;
readonly rawintegrationparameters_set_numAdditionalFrictionIterations: (a: number, b: number) => void;
readonly rawintegrationparameters_set_numInternalPgsIterations: (a: number, b: number) => void;
readonly rawintegrationparameters_set_minIslandSize: (a: number, b: number) => void;
readonly rawintegrationparameters_set_maxCcdSubsteps: (a: number, b: number) => void;
readonly rawintegrationparameters_set_lengthUnit: (a: number, b: number) => void;
readonly rawintegrationparameters_switchToStandardPgsSolver: (a: number) => void;
readonly rawintegrationparameters_switchToSmallStepsPgsSolver: (a: number) => void;
readonly rawintegrationparameters_switchToSmallStepsPgsSolverWithoutWarmstart: (a: number) => void;
readonly __wbg_rawislandmanager_free: (a: number, b: number) => void;
readonly rawislandmanager_new: () => number;
readonly rawislandmanager_forEachActiveRigidBodyHandle: (a: number, b: number) => void;
readonly __wbg_rawgenericjoint_free: (a: number, b: number) => void;
readonly rawgenericjoint_generic: (a: number, b: number, c: number, d: number) => number;
readonly rawgenericjoint_spring: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawgenericjoint_rope: (a: number, b: number, c: number) => number;
readonly rawgenericjoint_spherical: (a: number, b: number) => number;
readonly rawgenericjoint_prismatic: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawgenericjoint_fixed: (a: number, b: number, c: number, d: number) => number;
readonly rawgenericjoint_revolute: (a: number, b: number, c: number) => number;
readonly rawmultibodyjointset_jointType: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointFrameX1: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointFrameX2: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointAnchor1: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointAnchor2: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointContactsEnabled: (a: number, b: number) => number;
readonly rawmultibodyjointset_jointSetContactsEnabled: (a: number, b: number, c: number) => void;
readonly rawmultibodyjointset_jointLimitsEnabled: (a: number, b: number, c: number) => number;
readonly rawmultibodyjointset_jointLimitsMin: (a: number, b: number, c: number) => number;
readonly rawmultibodyjointset_jointLimitsMax: (a: number, b: number, c: number) => number;
readonly __wbg_rawmultibodyjointset_free: (a: number, b: number) => void;
readonly rawmultibodyjointset_new: () => number;
readonly rawmultibodyjointset_createJoint: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawmultibodyjointset_remove: (a: number, b: number, c: number) => void;
readonly rawmultibodyjointset_contains: (a: number, b: number) => number;
readonly rawmultibodyjointset_forEachJointHandle: (a: number, b: number) => void;
readonly rawmultibodyjointset_forEachJointAttachedToRigidBody: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbTranslation: (a: number, b: number) => number;
readonly rawrigidbodyset_rbRotation: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSleep: (a: number, b: number) => void;
readonly rawrigidbodyset_rbIsSleeping: (a: number, b: number) => number;
readonly rawrigidbodyset_rbIsMoving: (a: number, b: number) => number;
readonly rawrigidbodyset_rbNextTranslation: (a: number, b: number) => number;
readonly rawrigidbodyset_rbNextRotation: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetTranslation: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawrigidbodyset_rbSetRotation: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly rawrigidbodyset_rbSetLinvel: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbSetAngvel: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbSetNextKinematicTranslation: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawrigidbodyset_rbSetNextKinematicRotation: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawrigidbodyset_rbRecomputeMassPropertiesFromColliders: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbSetAdditionalMass: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbSetAdditionalMassProperties: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => void;
readonly rawrigidbodyset_rbLinvel: (a: number, b: number) => number;
readonly rawrigidbodyset_rbAngvel: (a: number, b: number) => number;
readonly rawrigidbodyset_rbLockTranslations: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbSetEnabledTranslations: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawrigidbodyset_rbLockRotations: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbSetEnabledRotations: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawrigidbodyset_rbDominanceGroup: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetDominanceGroup: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbEnableCcd: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbSetSoftCcdPrediction: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbMass: (a: number, b: number) => number;
readonly rawrigidbodyset_rbInvMass: (a: number, b: number) => number;
readonly rawrigidbodyset_rbEffectiveInvMass: (a: number, b: number) => number;
readonly rawrigidbodyset_rbLocalCom: (a: number, b: number) => number;
readonly rawrigidbodyset_rbWorldCom: (a: number, b: number) => number;
readonly rawrigidbodyset_rbInvPrincipalInertiaSqrt: (a: number, b: number) => number;
readonly rawrigidbodyset_rbPrincipalInertiaLocalFrame: (a: number, b: number) => number;
readonly rawrigidbodyset_rbPrincipalInertia: (a: number, b: number) => number;
readonly rawrigidbodyset_rbEffectiveWorldInvInertiaSqrt: (a: number, b: number) => number;
readonly rawrigidbodyset_rbEffectiveAngularInertia: (a: number, b: number) => number;
readonly rawrigidbodyset_rbWakeUp: (a: number, b: number) => void;
readonly rawrigidbodyset_rbIsCcdEnabled: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSoftCcdPrediction: (a: number, b: number) => number;
readonly rawrigidbodyset_rbNumColliders: (a: number, b: number) => number;
readonly rawrigidbodyset_rbCollider: (a: number, b: number, c: number) => number;
readonly rawrigidbodyset_rbBodyType: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetBodyType: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbIsFixed: (a: number, b: number) => number;
readonly rawrigidbodyset_rbIsKinematic: (a: number, b: number) => number;
readonly rawrigidbodyset_rbIsDynamic: (a: number, b: number) => number;
readonly rawrigidbodyset_rbLinearDamping: (a: number, b: number) => number;
readonly rawrigidbodyset_rbAngularDamping: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetLinearDamping: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbSetAngularDamping: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbSetEnabled: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbIsEnabled: (a: number, b: number) => number;
readonly rawrigidbodyset_rbGravityScale: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetGravityScale: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbResetForces: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbResetTorques: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbAddForce: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbApplyImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbAddTorque: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbApplyTorqueImpulse: (a: number, b: number, c: number, d: number) => void;
readonly rawrigidbodyset_rbAddForceAtPoint: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawrigidbodyset_rbApplyImpulseAtPoint: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawrigidbodyset_rbAdditionalSolverIterations: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetAdditionalSolverIterations: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbUserData: (a: number, b: number) => number;
readonly rawrigidbodyset_rbSetUserData: (a: number, b: number, c: number) => void;
readonly rawrigidbodyset_rbUserForce: (a: number, b: number) => number;
readonly rawrigidbodyset_rbUserTorque: (a: number, b: number) => number;
readonly __wbg_rawrigidbodyset_free: (a: number, b: number) => void;
readonly rawrigidbodyset_new: () => number;
readonly rawrigidbodyset_createRigidBody: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number) => number;
readonly rawrigidbodyset_remove: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawrigidbodyset_contains: (a: number, b: number) => number;
readonly rawrigidbodyset_forEachRigidBodyHandle: (a: number, b: number) => void;
readonly rawrigidbodyset_propagateModifiedBodyPositionsToColliders: (a: number, b: number) => void;
readonly __wbg_rawbroadphase_free: (a: number, b: number) => void;
readonly rawbroadphase_new: () => number;
readonly rawcolliderset_coTranslation: (a: number, b: number) => number;
readonly rawcolliderset_coRotation: (a: number, b: number) => number;
readonly rawcolliderset_coSetTranslation: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawcolliderset_coSetTranslationWrtParent: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawcolliderset_coSetRotation: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawcolliderset_coSetRotationWrtParent: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly rawcolliderset_coIsSensor: (a: number, b: number) => number;
readonly rawcolliderset_coShapeType: (a: number, b: number) => number;
readonly rawcolliderset_coHalfspaceNormal: (a: number, b: number) => number;
readonly rawcolliderset_coHalfExtents: (a: number, b: number) => number;
readonly rawcolliderset_coSetHalfExtents: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coRadius: (a: number, b: number) => number;
readonly rawcolliderset_coSetRadius: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coHalfHeight: (a: number, b: number) => number;
readonly rawcolliderset_coSetHalfHeight: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coRoundRadius: (a: number, b: number) => number;
readonly rawcolliderset_coSetRoundRadius: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coVertices: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coIndices: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coTriMeshFlags: (a: number, b: number) => number;
readonly rawcolliderset_coHeightFieldFlags: (a: number, b: number) => number;
readonly rawcolliderset_coHeightfieldHeights: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coHeightfieldScale: (a: number, b: number) => number;
readonly rawcolliderset_coHeightfieldNRows: (a: number, b: number) => number;
readonly rawcolliderset_coHeightfieldNCols: (a: number, b: number) => number;
readonly rawcolliderset_coParent: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetEnabled: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coIsEnabled: (a: number, b: number) => number;
readonly rawcolliderset_coSetContactSkin: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coContactSkin: (a: number, b: number) => number;
readonly rawcolliderset_coFriction: (a: number, b: number) => number;
readonly rawcolliderset_coRestitution: (a: number, b: number) => number;
readonly rawcolliderset_coDensity: (a: number, b: number) => number;
readonly rawcolliderset_coMass: (a: number, b: number) => number;
readonly rawcolliderset_coVolume: (a: number, b: number) => number;
readonly rawcolliderset_coCollisionGroups: (a: number, b: number) => number;
readonly rawcolliderset_coSolverGroups: (a: number, b: number) => number;
readonly rawcolliderset_coActiveHooks: (a: number, b: number) => number;
readonly rawcolliderset_coActiveCollisionTypes: (a: number, b: number) => number;
readonly rawcolliderset_coActiveEvents: (a: number, b: number) => number;
readonly rawcolliderset_coContactForceEventThreshold: (a: number, b: number) => number;
readonly rawcolliderset_coContainsPoint: (a: number, b: number, c: number) => number;
readonly rawcolliderset_coCastShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number;
readonly rawcolliderset_coCastCollider: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => number;
readonly rawcolliderset_coIntersectsShape: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawcolliderset_coContactShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawcolliderset_coContactCollider: (a: number, b: number, c: number, d: number) => number;
readonly rawcolliderset_coProjectPoint: (a: number, b: number, c: number, d: number) => number;
readonly rawcolliderset_coIntersectsRay: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawcolliderset_coCastRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawcolliderset_coCastRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawcolliderset_coSetSensor: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetRestitution: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetFriction: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coFrictionCombineRule: (a: number, b: number) => number;
readonly rawcolliderset_coSetFrictionCombineRule: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coRestitutionCombineRule: (a: number, b: number) => number;
readonly rawcolliderset_coSetRestitutionCombineRule: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetCollisionGroups: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetSolverGroups: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetActiveHooks: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetActiveEvents: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetActiveCollisionTypes: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetShape: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetContactForceEventThreshold: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetDensity: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetMass: (a: number, b: number, c: number) => void;
readonly rawcolliderset_coSetMassProperties: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly __wbg_rawcolliderset_free: (a: number, b: number) => void;
readonly rawcolliderset_new: () => number;
readonly rawcolliderset_len: (a: number) => number;
readonly rawcolliderset_contains: (a: number, b: number) => number;
readonly rawcolliderset_createCollider: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number) => void;
readonly rawcolliderset_remove: (a: number, b: number, c: number, d: number, e: number) => void;
readonly rawcolliderset_forEachColliderHandle: (a: number, b: number) => void;
readonly __wbg_rawshapecontact_free: (a: number, b: number) => void;
readonly __wbg_rawnarrowphase_free: (a: number, b: number) => void;
readonly rawnarrowphase_new: () => number;
readonly rawnarrowphase_contact_pairs_with: (a: number, b: number, c: number) => void;
readonly rawnarrowphase_contact_pair: (a: number, b: number, c: number) => number;
readonly rawnarrowphase_intersection_pairs_with: (a: number, b: number, c: number) => void;
readonly rawnarrowphase_intersection_pair: (a: number, b: number, c: number) => number;
readonly __wbg_rawcontactmanifold_free: (a: number, b: number) => void;
readonly rawcontactpair_collider1: (a: number) => number;
readonly rawcontactpair_collider2: (a: number) => number;
readonly rawcontactpair_numContactManifolds: (a: number) => number;
readonly rawcontactpair_contactManifold: (a: number, b: number) => number;
readonly rawcontactmanifold_normal: (a: number) => number;
readonly rawcontactmanifold_local_n1: (a: number) => number;
readonly rawcontactmanifold_local_n2: (a: number) => number;
readonly rawcontactmanifold_subshape1: (a: number) => number;
readonly rawcontactmanifold_subshape2: (a: number) => number;
readonly rawcontactmanifold_num_contacts: (a: number) => number;
readonly rawcontactmanifold_contact_local_p1: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_local_p2: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_dist: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_fid1: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_fid2: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_impulse: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_tangent_impulse_x: (a: number, b: number) => number;
readonly rawcontactmanifold_contact_tangent_impulse_y: (a: number, b: number) => number;
readonly rawcontactmanifold_num_solver_contacts: (a: number) => number;
readonly rawcontactmanifold_solver_contact_point: (a: number, b: number) => number;
readonly rawcontactmanifold_solver_contact_dist: (a: number, b: number) => number;
readonly rawcontactmanifold_solver_contact_friction: (a: number, b: number) => number;
readonly rawcontactmanifold_solver_contact_restitution: (a: number, b: number) => number;
readonly rawcontactmanifold_solver_contact_tangent_velocity: (a: number, b: number) => number;
readonly __wbg_rawpointprojection_free: (a: number, b: number) => void;
readonly rawpointprojection_point: (a: number) => number;
readonly rawpointprojection_isInside: (a: number) => number;
readonly __wbg_rawpointcolliderprojection_free: (a: number, b: number) => void;
readonly rawpointcolliderprojection_colliderHandle: (a: number) => number;
readonly rawpointcolliderprojection_point: (a: number) => number;
readonly rawpointcolliderprojection_isInside: (a: number) => number;
readonly rawpointcolliderprojection_featureType: (a: number) => number;
readonly rawpointcolliderprojection_featureId: (a: number) => number;
readonly __wbg_rawrayintersection_free: (a: number, b: number) => void;
readonly __wbg_rawraycolliderhit_free: (a: number, b: number) => void;
readonly __wbg_rawshape_free: (a: number, b: number) => void;
readonly rawshape_cuboid: (a: number, b: number, c: number) => number;
readonly rawshape_roundCuboid: (a: number, b: number, c: number, d: number) => number;
readonly rawshape_ball: (a: number) => number;
readonly rawshape_halfspace: (a: number) => number;
readonly rawshape_capsule: (a: number, b: number) => number;
readonly rawshape_cylinder: (a: number, b: number) => number;
readonly rawshape_roundCylinder: (a: number, b: number, c: number) => number;
readonly rawshape_cone: (a: number, b: number) => number;
readonly rawshape_roundCone: (a: number, b: number, c: number) => number;
readonly rawshape_polyline: (a: number, b: number, c: number, d: number) => number;
readonly rawshape_trimesh: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawshape_heightfield: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawshape_segment: (a: number, b: number) => number;
readonly rawshape_triangle: (a: number, b: number, c: number) => number;
readonly rawshape_roundTriangle: (a: number, b: number, c: number, d: number) => number;
readonly rawshape_convexHull: (a: number, b: number) => number;
readonly rawshape_roundConvexHull: (a: number, b: number, c: number) => number;
readonly rawshape_convexMesh: (a: number, b: number, c: number, d: number) => number;
readonly rawshape_roundConvexMesh: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawshape_castShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => number;
readonly rawshape_intersectsShape: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawshape_contactShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly rawshape_containsPoint: (a: number, b: number, c: number, d: number) => number;
readonly rawshape_projectPoint: (a: number, b: number, c: number, d: number, e: number) => number;
readonly rawshape_intersectsRay: (a: number, b: number, c: number, d: number, e: number, f: number) => number;
readonly rawshape_castRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly rawshape_castRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => number;
readonly __wbg_rawshapecasthit_free: (a: number, b: number) => void;
readonly rawshapecasthit_witness1: (a: number) => number;
readonly rawshapecasthit_normal1: (a: number) => number;
readonly rawshapecasthit_normal2: (a: number) => number;
readonly __wbg_rawcollidershapecasthit_free: (a: number, b: number) => void;
readonly rawcollidershapecasthit_time_of_impact: (a: number) => number;
readonly rawcollidershapecasthit_witness1: (a: number) => number;
readonly rawcollidershapecasthit_witness2: (a: number) => number;
readonly rawrotation_new: (a: number, b: number, c: number, d: number) => number;
readonly rawrotation_identity: () => number;
readonly rawrotation_x: (a: number) => number;
readonly rawrotation_w: (a: number) => number;
readonly rawvector_zero: () => number;
readonly rawvector_new: (a: number, b: number, c: number) => number;
readonly rawvector_set_x: (a: number, b: number) => void;
readonly rawvector_set_z: (a: number, b: number) => void;
readonly rawvector_xyz: (a: number) => number;
readonly rawvector_yxz: (a: number) => number;
readonly rawvector_zxy: (a: number) => number;
readonly rawvector_xzy: (a: number) => number;
readonly rawvector_yzx: (a: number) => number;
readonly rawvector_zyx: (a: number) => number;
readonly rawsdpmatrix3_elements: (a: number) => number;
readonly __wbg_rawdebugrenderpipeline_free: (a: number, b: number) => void;
readonly rawdebugrenderpipeline_new: () => number;
readonly rawdebugrenderpipeline_vertices: (a: number) => number;
readonly rawdebugrenderpipeline_colors: (a: number) => number;
readonly rawdebugrenderpipeline_render: (a: number, b: number, c: number, d: number, e: number, f: number) => void;
readonly __wbg_raweventqueue_free: (a: number, b: number) => void;
readonly __wbg_rawcontactforceevent_free: (a: number, b: number) => void;
readonly rawcontactforceevent_collider2: (a: number) => number;
readonly rawcontactforceevent_total_force: (a: number) => number;
readonly rawcontactforceevent_total_force_magnitude: (a: number) => number;
readonly rawcontactforceevent_max_force_direction: (a: number) => number;
readonly rawcontactforceevent_max_force_magnitude: (a: number) => number;
readonly raweventqueue_new: (a: number) => number;
readonly raweventqueue_drainCollisionEvents: (a: number, b: number) => void;
readonly raweventqueue_drainContactForceEvents: (a: number, b: number) => void;
readonly raweventqueue_clear: (a: number) => void;
readonly __wbg_rawphysicspipeline_free: (a: number, b: number) => void;
readonly rawphysicspipeline_new: () => number;
readonly rawphysicspipeline_step: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => void;
readonly rawphysicspipeline_stepWithEvents: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => void;
readonly rawquerypipeline_new: () => number;
readonly rawquerypipeline_update: (a: number, b: number) => void;
readonly rawquerypipeline_castRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number) => number;
readonly rawquerypipeline_castRayAndGetNormal: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number) => number;
readonly rawquerypipeline_intersectionsWithRay: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number) => void;
readonly rawquerypipeline_intersectionWithShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number) => void;
readonly rawquerypipeline_projectPoint: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number) => number;
readonly rawquerypipeline_projectPointAndGetFeature: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number) => number;
readonly rawquerypipeline_intersectionsWithPoint: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number) => void;
readonly rawquerypipeline_castShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number) => number;
readonly rawquerypipeline_intersectionsWithShape: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number) => void;
readonly rawquerypipeline_collidersWithAabbIntersectingAabb: (a: number, b: number, c: number, d: number) => void;
readonly __wbg_rawdeserializedworld_free: (a: number, b: number) => void;
readonly rawdeserializedworld_takeGravity: (a: number) => number;
readonly rawdeserializedworld_takeIntegrationParameters: (a: number) => number;
readonly rawdeserializedworld_takeIslandManager: (a: number) => number;
readonly rawdeserializedworld_takeBroadPhase: (a: number) => number;
readonly rawdeserializedworld_takeNarrowPhase: (a: number) => number;
readonly rawdeserializedworld_takeBodies: (a: number) => number;
readonly rawdeserializedworld_takeColliders: (a: number) => number;
readonly rawdeserializedworld_takeImpulseJoints: (a: number) => number;
readonly rawdeserializedworld_takeMultibodyJoints: (a: number) => number;
readonly __wbg_rawserializationpipeline_free: (a: number, b: number) => void;
readonly rawserializationpipeline_new: () => number;
readonly rawserializationpipeline_serializeAll: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => number;
readonly rawserializationpipeline_deserializeAll: (a: number, b: number) => number;
readonly rawkinematiccharactercontroller_offset: (a: number) => number;
readonly rawintegrationparameters_minIslandSize: (a: number) => number;
readonly rawrigidbodyset_len: (a: number) => number;
readonly rawshapecontact_distance: (a: number) => number;
readonly rawrayintersection_featureType: (a: number) => number;
readonly rawraycolliderintersection_colliderHandle: (a: number) => number;
readonly rawrayintersection_time_of_impact: (a: number) => number;
readonly rawraycolliderintersection_featureType: (a: number) => number;
readonly rawraycolliderhit_colliderHandle: (a: number) => number;
readonly rawraycolliderintersection_time_of_impact: (a: number) => number;
readonly rawcollidershapecasthit_colliderHandle: (a: number) => number;
readonly rawraycolliderhit_timeOfImpact: (a: number) => number;
readonly rawshapecasthit_time_of_impact: (a: number) => number;
readonly rawrotation_y: (a: number) => number;
readonly rawrotation_z: (a: number) => number;
readonly rawvector_x: (a: number) => number;
readonly rawvector_y: (a: number) => number;
readonly rawvector_z: (a: number) => number;
readonly rawcontactforceevent_collider1: (a: number) => number;
readonly rawintegrationparameters_normalizedPredictionDistance: (a: number) => number;
readonly rawcolliderset_isHandleValid: (a: number, b: number) => number;
readonly rawrayintersection_featureId: (a: number) => number;
readonly rawraycolliderintersection_featureId: (a: number) => number;
readonly rawkinematiccharactercontroller_up: (a: number) => number;
readonly rawshapecontact_normal2: (a: number) => number;
readonly rawshapecontact_point1: (a: number) => number;
readonly rawshapecontact_point2: (a: number) => number;
readonly rawrayintersection_normal: (a: number) => number;
readonly rawraycolliderintersection_normal: (a: number) => number;
readonly rawshapecontact_normal1: (a: number) => number;
readonly rawcollidershapecasthit_normal1: (a: number) => number;
readonly rawcollidershapecasthit_normal2: (a: number) => number;
readonly rawshapecasthit_witness2: (a: number) => number;
readonly __wbg_rawcontactpair_free: (a: number, b: number) => void;
readonly __wbg_rawraycolliderintersection_free: (a: number, b: number) => void;
readonly __wbg_rawrotation_free: (a: number, b: number) => void;
readonly __wbg_rawvector_free: (a: number, b: number) => void;
readonly __wbg_rawsdpmatrix3_free: (a: number, b: number) => void;
readonly __wbg_rawquerypipeline_free: (a: number, b: number) => void;
readonly rawvector_set_y: (a: number, b: number) => void;
readonly __wbindgen_export_0: (a: number) => void;
readonly __wbindgen_add_to_stack_pointer: (a: number) => number;
readonly __wbindgen_export_1: (a: number, b: number, c: number) => void;
readonly __wbindgen_export_2: (a: number, b: number) => number;
}
export type SyncInitInput = BufferSource | WebAssembly.Module;
/**
* Instantiates the given `module`, which can either be bytes or
* a precompiled `WebAssembly.Module`.
*
* @param {{ module: SyncInitInput }} module - Passing `SyncInitInput` directly is deprecated.
*
* @returns {InitOutput}
*/
export function initSync(module: { module: SyncInitInput } | SyncInitInput): InitOutput;
/**
* If `module_or_path` is {RequestInfo} or {URL}, makes a request and
* for everything else, calls `WebAssembly.instantiate` directly.
*
* @param {{ module_or_path: InitInput | Promise<InitInput> }} module_or_path - Passing `InitInput` directly is deprecated.
*
* @returns {Promise<InitOutput>}
*/
export default function __wbg_init (module_or_path?: { module_or_path: InitInput | Promise<InitInput> } | InitInput | Promise<InitInput>): Promise<InitOutput>;