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box2dweb.d.ts
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box2dweb.d.ts
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// Type definitions for bootstrap.timepicker
// Project: http://code.google.com/p/box2dweb/
// Definitions by: jbaldwin <https://github.com/jbaldwin/>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
/**
* Box2DWeb-2.1.d.ts Copyright (c) 2012-2013 Josh Baldwin http://github.com/jbaldwin/box2dweb.d.ts
* There are a few competing javascript Box2D ports.
* This definitions file is for Box2dWeb.js ->
* http://code.google.com/p/box2dweb/
*
* Box2D C++ Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
declare namespace Box2D.Common {
/**
* Color for debug drawing. Each value has the range [0, 1].
**/
export class b2Color {
/**
* Red
**/
public r: number;
/**
* Green
**/
public g: number;
/**
* Blue
**/
public b: number;
/**
* RGB color as hex.
* @type uint
**/
public color: number;
/**
* Constructor
* @param rr Red value
* @param gg Green value
* @param bb Blue value
**/
constructor(rr: number, gg: number, bb: number);
/**
* Sets the Color to new RGB values.
* @param rr Red value
* @param gg Green value
* @param bb Blue value
**/
public Set(rr: number, gg: number, bb: number): void;
}
}
declare namespace Box2D.Common {
/**
* Controls Box2D global settings.
**/
export class b2Settings {
/**
* b2Assert is used internally to handle assertions. By default, calls are commented out to save performance, so they serve more as documentation than anything else.
* @param a Asset an expression is true.
**/
public static b2Assert(a: boolean): void;
/**
* Friction mixing law. Feel free to customize this.
* Friction values are usually set between 0 and 1. (0 = no friction, 1 = high friction)
* By default this is `return Math.sqrt(friction1, friction2);`
* @param friction1 Friction 1 to mix.
* @param friction2 Friction 2 to mix.
* @return The two frictions mixed as one value.
**/
public static b2MixFriction(friction1: number, friction2: number): number;
/**
* Restitution mixing law. Feel free to customize this. Restitution is used to make objects bounce.
* Restitution values are usually set between 0 and 1. (0 = no bounce (inelastic), 1 = perfect bounce (perfectly elastic))
* By default this is `return Math.Max(restitution1, restitution2);`
* @param restitution1 Restitution 1 to mix.
* @param restitution2 Restitution 2 to mix.
* @return The two restitutions mixed as one value.
**/
public static b2MixRestitution(restitution1: number, restitution2: number): number;
/**
* This is used to fatten AABBs in the dynamic tree. This allows proxies to move by a small amount without triggering a tree adjustment. This is in meters.
**/
public static b2_aabbExtension: number;
/**
* This is used to fatten AABBs in the dynamic tree. This is used to predict the future position based on the current displacement. This is a dimensionless multiplier.
**/
public static b2_aabbMultiplier: number;
/**
* A body cannot sleep if its angular velocity is above this tolerance.
**/
public static b2_angularSleepTolerance: number;
/**
* A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
**/
public static b2_angularSlop: number;
/**
* This scale factor controls how fast overlap is resolved. Ideally this would be 1 so that overlap is removed in one time step. However using values close to 1 often lead to overshoot.
**/
public static b2_contactBaumgarte: number;
/**
* A body cannot sleep if its linear velocity is above this tolerance.
**/
public static b2_linearSleepTolerance: number;
/**
* A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
**/
public static b2_linearSlop: number;
/**
* The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
**/
public static b2_maxAngularCorrection: number;
/**
* The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
**/
public static b2_maxLinearCorrection: number;
/**
* Number of manifold points in a b2Manifold. This should NEVER change.
**/
public static b2_maxManifoldPoints: number;
/**
* The maximum angular velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
**/
public static b2_maxRotation: number;
/**
* b2_maxRotation squared
**/
public static b2_maxRotationSquared: number;
/**
* Maximum number of contacts to be handled to solve a TOI island.
**/
public static b2_maxTOIContactsPerIsland: number;
/**
* Maximum number of joints to be handled to solve a TOI island.
**/
public static b2_maxTOIJointsPerIsland: number;
/**
* The maximum linear velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
**/
public static b2_maxTranslation: number;
/**
* b2_maxTranslation squared
**/
public static b2_maxTranslationSquared: number;
/**
* 3.141592653589793
**/
public static b2_pi: number;
/**
* The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have and insufficient for continuous collision. Making it larger may create artifacts for vertex collision.
**/
public static b2_polygonRadius: number;
/**
* The time that a body must be still before it will go to sleep.
**/
public static b2_timeToSleep: number;
/**
* Continuous collision detection (CCD) works with core, shrunken shapes. This is the amount by which shapes are automatically shrunk to work with CCD. This must be larger than b2_linearSlop.
* @see also b2_linearSlop
**/
public static b2_toiSlop: number;
/**
* A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
**/
public static b2_velocityThreshold: number;
/**
* Maximum unsigned short value.
**/
public static USHRT_MAX: number;
/**
* The current version of Box2D.
**/
public static VERSION: string;
}
}
declare namespace Box2D.Common.Math {
/**
* A 2-by-2 matrix. Stored in column-major order.
**/
export class b2Mat22 {
/**
* Column 1
**/
public col1: b2Vec2;
/**
* Column 2
**/
public col2: b2Vec2;
/**
* Empty constructor
**/
constructor();
/**
* Sets all internal matrix values to absolute values.
**/
public Abs(): void;
/**
* Adds the two 2x2 matricies together and stores the result in this matrix.
* @param m 2x2 matrix to add.
**/
public AddM(m: b2Mat22): void;
/**
* Creates a copy of the matrix.
* @return Copy of this 2x2 matrix.
**/
public Copy(): b2Mat22;
/**
* Creates a rotation 2x2 matrix from the given angle.
* R(theta) = [ cos(theta) -sin(theta) ]
* [ sin(theta) cos(theta) ]
* @param angle Matrix angle (theta).
* @return 2x2 matrix.
**/
public static FromAngle(angle: number): b2Mat22;
/**
* Creates a 2x2 matrix from two columns.
* @param c1 Column 1 vector.
* @param c2 Column 2 vector.
* @return 2x2 matrix.
**/
public static FromVV(c1: b2Vec2, c2: b2Vec2): b2Mat22;
/**
* Gets the rotation matrix angle.
* R(theta) = [ cos(theta) -sin(theta) ]
* [ sin(theta) cos(theta) ]
* @return The rotation matrix angle (theta).
**/
public GetAngle(): number;
/**
* Compute the inverse of this matrix, such that inv(A) A = identity.
* @param out Inverse matrix.
* @return Inverse matrix.
**/
public GetInverse(out: b2Mat22): b2Mat22;
/**
* Sets the 2x2 rotation matrix from the given angle.
* R(theta) = [ cos(theta) -sin(theta) ]
* [ sin(theta) cos(theta) ]
* @param angle Matrix angle (theta).
**/
public Set(angle: number): void;
/**
* Sets the 2x2 matrix to identity.
**/
public SetIdentity(): void;
/**
* Sets the 2x2 matrix from a 2x2 matrix.
* @param m 2x2 matrix values.
**/
public SetM(m: b2Mat22): void;
/**
* Sets the 2x2 matrix from 2 column vectors.
* @param c1 Column 1 vector.
* @param c2 Column 2 vector.
**/
public SetVV(c1: b2Vec2, c2: b2Vec2): void;
/**
* Sets the 2x2 matrix to all zeros.
**/
public SetZero(): void;
/**
* TODO, has something to do with the determinant
* @param out Solved vector
* @param bX
* @param bY
* @return Solved vector
**/
public Solve(out: b2Vec2, bX: number, bY: number): b2Vec2;
}
}
declare namespace Box2D.Common.Math {
/**
* A 3-by3 matrix. Stored in column-major order.
**/
export class b2Mat33 {
/**
* Column 1
**/
public col1: b2Vec3;
/**
* Column 2
**/
public col2: b2Vec3;
/**
* Column 3
**/
public col3: b2Vec3;
/**
* Constructor
* @param c1 Column 1
* @param c2 Column 2
* @param c3 Column 3
**/
constructor(c1: b2Vec3, c2: b2Vec3, c3: b2Vec3);
/**
* Adds the two 3x3 matricies together and stores the result in this matrix.
* @param m 3x3 matrix to add.
**/
public AddM(m: b2Mat33): void;
/**
* Creates a copy of the matrix.
* @return Copy of this 3x3 matrix.
**/
public Copy(): b2Mat33;
/**
* Sets the 3x3 matrix to identity.
**/
public SetIdentity(): void;
/**
* Sets the 3x3 matrix from a 3x3 matrix.
* @param m 3x3 matrix values.
**/
public SetM(m: b2Mat33): void;
/**
* Sets the 3x3 matrix from 3 column vectors.
* @param c1 Column 1 vector.
* @param c2 Column 2 vector.
* @param c3 Column 2 vector.
**/
public SetVVV(c1: b2Vec3, c2: b2Vec3, c3: b2Vec3): void;
/**
* Sets the 3x3 matrix to all zeros.
**/
public SetZero(): void;
/**
* TODO, has something to do with the determinant
* @param out Solved vector
* @param bX
* @param bY
* @return Solved vector
**/
public Solve22(out: b2Vec2, bX: number, bY: number): b2Vec2;
/**
* TODO, has something to do with the determinant
* @param out Solved vector
* @param bX
* @param bY
* @param bZ
* @return Solved vector
**/
public Solve33(out: b2Vec3, bX: number, bY: number, bZ: number): b2Vec3;
}
}
declare namespace Box2D.Common.Math {
/**
* Math utility functions.
**/
export class b2Math {
/**
* Determines if a number is valid. A number is valid if it is finite.
* @param x Number to check for validity.
* @return True if x is valid, otherwise false.
**/
public static IsValid(x: number): boolean;
/**
* Dot product of two vector 2s.
* @param a Vector 2 to use in dot product.
* @param b Vector 2 to use in dot product.
* @return Dot product of a and b.
**/
public static Dot(a: b2Vec2, b: b2Vec2): number;
/**
* Cross product of two vector 2s.
* @param a Vector 2 to use in cross product.
* @param b Vector 2 to use in cross product.
* @return Cross product of a and b.
**/
public static CrossVV(a: b2Vec2, b: b2Vec2): number;
/**
* Cross product of vector 2 and s.
* @param a Vector 2 to use in cross product.
* @param s s value.
* @return Cross product of a and s.
**/
public static CrossVF(a: b2Vec2, s: number): b2Vec2;
/**
* Cross product of s and vector 2.
* @param s s value.
* @param a Vector 2 to use in cross product.
* @return Cross product of s and a.
**/
public static CrossFV(s: number, a: b2Vec2): b2Vec2;
/**
* Multiply matrix and vector.
* @param A Matrix.
* @param v Vector.
* @return Result.
**/
public static MulMV(A: b2Mat22, v: b2Vec2): b2Vec2;
/**
*
* @param A
* @param v
* @return
**/
public static MulTMV(A: b2Mat22, v: b2Vec2): b2Vec2;
/**
*
* @param T
* @param v
* @return
**/
public static MulX(T: b2Transform, v: b2Vec2): b2Vec2;
/**
*
* @param T
* @param v
* @return
**/
public static MulXT(T: b2Transform, v: b2Vec2): b2Vec2;
/**
* Adds two vectors.
* @param a First vector.
* @param b Second vector.
* @return a + b.
**/
public static AddVV(a: b2Vec2, b: b2Vec2): b2Vec2;
/**
* Subtracts two vectors.
* @param a First vector.
* @param b Second vector.
* @return a - b.
**/
public static SubtractVV(a: b2Vec2, b: b2Vec2): b2Vec2;
/**
* Calculates the distance between two vectors.
* @param a First vector.
* @param b Second vector.
* @return Distance between a and b.
**/
public static Distance(a: b2Vec2, b: b2Vec2): number;
/**
* Calculates the squared distance between two vectors.
* @param a First vector.
* @param b Second vector.
* @return dist^2 between a and b.
**/
public static DistanceSquared(a: b2Vec2, b: b2Vec2): number;
/**
*
* @param s
* @param a
* @return
**/
public static MulFV(s: number, a: b2Vec2): b2Vec2;
/**
*
* @param A
* @param B
* @return
**/
public static AddMM(A: b2Mat22, B: b2Mat22): b2Mat22;
/**
*
* @param A
* @param B
* @return
**/
public static MulMM(A: b2Mat22, B: b2Mat22): b2Mat22;
/**
*
* @param A
* @param B
* @return
**/
public static MulTMM(A: b2Mat22, B: b2Mat22): b2Mat22;
/**
* Creates an ABS number.
* @param a Number to ABS.
* @return Absolute value of a.
**/
public static Abs(a: number): number;
/**
* Creates an ABS vector.
* @param a Vector to ABS all values.
* @return Vector with all positive values.
**/
public static AbsV(a: b2Vec2): b2Vec2;
/**
* Creates an ABS matrix.
* @param A Matrix to ABS all values.
* @return Matrix with all positive values.
**/
public static AbsM(A: b2Mat22): b2Mat22;
/**
* Determines the minimum number.
* @param a First number.
* @param b Second number.
* @return a or b depending on which is the minimum.
**/
public static Min(a: number, b: number): number;
/**
* Determines the minimum vector.
* @param a First vector.
* @param b Second vector.
* @return a or b depending on which is the minimum.
**/
public static MinV(a: b2Vec2, b: b2Vec2): b2Vec2;
/**
* Determines the max number.
* @param a First number.
* @param b Second number.
* @return a or b depending on which is the maximum.
**/
public static Max(a: number, b: number): number;
/**
* Determines the max vector.
* @param a First vector.
* @param b Second vector.
* @return a or b depending on which is the maximum.
**/
public static MaxV(a: b2Vec2, b: b2Vec2): b2Vec2;
/**
* Clamp a number to the range of low to high.
* @param a Number to clamp.
* @param low Low range.
* @param high High range.
* @return Number a clamped to range of low to high.
**/
public static Clamp(a: number, low: number, high: number): number;
/**
* Clamps a vector to the range of low to high.
* @param a Vector to clamp.
* @param low Low range.
* @param high High range.
* @return Vector a clamped to range of low to high.
**/
public static ClampV(a: b2Vec2, low: b2Vec2, high: b2Vec2): b2Vec2;
/**
* Swaps a and b objects.
* @param a a -> b.
* @param b b -> a.
**/
public static Swap(a: any, b: any): void;
/**
* Generates a random number.
* @param return Random number.
**/
public static Random(): number;
/**
* Returns a random number between lo and hi.
* @param lo Lowest random number.
* @param hi Highest random number.
* @return Number between lo and hi.
**/
public static RandomRange(lo: number, hi: number): number;
/**
* Calculates the next power of 2 after the given number.
* @param x Number to start search for the next power of 2.
* @return The next number that is a power of 2.
**/
public static NextPowerOfTwo(x: number): number;
/**
* Check if a number is a power of 2.
* @param x Number to check if it is a power of 2.
* @return True if x is a power of 2, otherwise false.
**/
public static IsPowerOfTwo(x: number): boolean;
/**
* Global instance of a zero'ed vector. Use as read-only.
**/
public static b2Vec2_zero: b2Vec2;
/**
* Global instance of a 2x2 identity matrix. Use as read-only.
**/
public static b2Mat22_identity: b2Mat22;
/**
* Global instance of an identity transform. Use as read-only.
**/
public static b2Transform_identity: b2Transform;
}
}
declare namespace Box2D.Common.Math {
/**
* This describes the motion of a body/shape for TOI computation. Shapes are defined with respect to the body origin, which may no coincide with the center of mass. However, to support dynamics we must interpolate the center of mass position.
**/
export class b2Sweep {
/**
* World angle.
**/
public a: number;
/**
* World angle.
**/
public a0: number;
/**
* Center world position.
**/
public c: b2Vec2;
/**
* Center world position.
**/
public c0: b2Vec2;
/**
* Local center of mass position.
**/
public localCenter: b2Vec2;
/**
* Time interval = [t0,1], where t0 is in [0,1].
**/
public t0: b2Vec2;
/**
* Advance the sweep forward, yielding a new initial state.
* @t The new initial time.
**/
public Advance(t: number): void;
/**
* Creates a copy of the sweep.
**/
public Copy(): b2Sweep;
/**
* Get the interpolated transform at a specific time.
* @param xf Transform at specified time, this is an out parameter.
* @param alpha Is a factor in [0,1], where 0 indicates t0.
**/
public GetTransform(xf: b2Transform, alpha: number): void;
/**
* Sets the sweep from a sweep.
* @param other Sweep values to copy from.
**/
public Set(other: b2Sweep): void;
}
}
declare namespace Box2D.Common.Math {
/**
* A transform contains translation and rotation. It is used to represent the position and orientation of rigid frames.
**/
export class b2Transform {
/**
* Transform position.
**/
public position: b2Vec2;
/**
* Transform rotation.
**/
public R: b2Mat22;
/**
* The default constructor does nothing (for performance).
* @param pos Position
* @param r Rotation
**/
constructor(pos: b2Vec2, r: b2Mat22);
/**
* Calculate the angle that the rotation matrix represents.
* @return Rotation matrix angle.
**/
public GetAngle(): number;
/**
* Initialize using a position vector and rotation matrix.
* @param pos Position
* @param r Rotation
**/
public Initialize(pos: b2Vec2, r: b2Mat22): void;
/**
* Sets the transfrom from a transfrom.
* @param x Transform to copy values from.
**/
public Set(x: b2Transform): void;
/**
* Set this to the identity transform.
**/
public SetIdentity(): void;
}
}
declare namespace Box2D.Common.Math {
/**
* A 2D column vector.
**/
export class b2Vec2 {
/**
* x value
**/
public x: number;
/**
* y value
**/
public y: number;
/**
* Creates a new vector 2.
* @param x x value, default = 0.
* @param y y value, default = 0.
**/
constructor(x?: number, y?: number);
/**
* Sets x and y to absolute values.
**/
public Abs(): void;
/**
* Adds the vector 2 to this vector 2. The result is stored in this vector 2.
* @param v Vector 2 to add.
**/
public Add(v: b2Vec2): void;
/**
* Creates a copy of the vector 2.
* @return Copy of this vector 2.
**/
public Copy(): b2Vec2;
/**
* Cross F V
* @param s
**/
public CrossFV(s: number): void;
/**
* Cross V F
* @param s
**/
public CrossVF(s: number): void;
/**
* Gets the negative of this vector 2.
* @return Negative copy of this vector 2.
**/
public GetNegative(): b2Vec2;
/**
* True if the vector 2 is valid, otherwise false. A valid vector has finite values.
* @return True if the vector 2 is valid, otherwise false.
**/
public IsValid(): boolean;
/**
* Calculates the length of the vector 2.
* @return The length of the vector 2.
**/
public Length(): number;
/**
* Calculates the length squared of the vector2.
* @return The length squared of the vector 2.
**/
public LengthSquared(): number;
/**
* Creates a new vector 2 from the given values.
* @param x x value.
* @param y y value.
**/
public static Make(x: number, y: number): b2Vec2;
/**
* Calculates which vector has the maximum values and sets this vector to those values.
* @param b Vector 2 to compare for maximum values.
**/
public MaxV(b: b2Vec2): void;
/**
* Calculates which vector has the minimum values and sets this vector to those values.
* @param b Vector 2 to compare for minimum values.
**/
public MinV(b: b2Vec2): void;
/**
* Matrix multiplication. Stores the result in this vector 2.
* @param A Matrix to muliply by.
**/
public MulM(A: b2Mat22): void;
/**
* Vector multiplication. Stores the result in this vector 2.
* @param a Value to multiple the vector's values by.
**/
public Multiply(a: number): void;
/**
* Dot product multiplication. Stores the result in this vector 2.
* @param A Matrix to multiply by.
**/
public MulTM(A: b2Mat22): void;
/**
* Sets this vector 2 to its negative.
**/
public NegativeSelf(): void;
/**
* Normalizes the vector 2 [0,1].
* @return Length.
**/
public Normalize(): number;
/**
* Sets the vector 2.
* @param x x value, default is 0.
* @param y y value, default is 0.
**/
public Set(x?: number, y?: number): void;
/**
* Sets the vector 2 from a vector 2.
* @param v Vector 2 to copy values from.
**/
public SetV(v: b2Vec2): void;
/**
* Sets the vector 2 to zero values.
**/
public SetZero(): void;
/**
* Subtracts the vector 2 from this vector 2. The result is stored in this vector 2.
* @param v Vector 2 to subtract.
**/
public Subtract(v: b2Vec2): void;
}
}
declare namespace Box2D.Common.Math {
/**
* A 2D column vector with 3 elements.
**/
export class b2Vec3 {
/**
* x value.
**/
public x: number;
/**
* y value.
**/
public y: number;
/**
* z value.
**/
public z: number;
/**
* Construct using coordinates x,y,z.
* @param x x value, default = 0.
* @param y y value, default = 0.
* @param z z value, default = 0.
**/
constructor(x?: number, y?: number, z?: number);
/**
* Adds the vector 3 to this vector 3. The result is stored in this vector 3.
* @param v Vector 3 to add.
**/
public Add(v: b2Vec3): void;
/**
* Creates a copy of the vector 3.
* @return Copy of this vector 3.
**/
public Copy(): b2Vec3;
/**
* Gets the negative of this vector 3.
* @return Negative copy of this vector 3.