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update build v1-beta.8
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shakiba committed Aug 11, 2023
1 parent 46aea29 commit 2b29751
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Showing 18 changed files with 1,114 additions and 444 deletions.
369 changes: 269 additions & 100 deletions dist/planck-with-testbed.cjs

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2 changes: 1 addition & 1 deletion dist/planck-with-testbed.cjs.map

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26 changes: 12 additions & 14 deletions dist/planck-with-testbed.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -3935,12 +3935,16 @@ declare class WheelJoint extends Joint {
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
// TODO merge with World options?
/**
* Tuning constants based on meters-kilograms-seconds (MKS) units.
*/
// tslint:disable-next-line:no-unnecessary-class
declare class Settings {
/**
* You can use this to change the length scale used by your game.
*
* For example for inches you could use 39.4.
*/
static lengthUnitsPerMeter: number;
// Collision
/**
* The maximum number of contact points between two convex shapes. Do not change
Expand Down Expand Up @@ -3968,7 +3972,6 @@ declare class Settings {
* chosen to be numerically significant, but visually insignificant.
*/
static linearSlop: number;
static get linearSlopSquared(): number;
/**
* A small angle used as a collision and constraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
Expand Down Expand Up @@ -4018,13 +4021,11 @@ declare class Settings {
* to prevent numerical problems. You shouldn't need to adjust Settings.
*/
static maxTranslation: number;
static get maxTranslationSquared(): 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 Settings.
*/
static maxRotation: number;
static get maxRotationSquared(): 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
Expand All @@ -4041,12 +4042,10 @@ declare class Settings {
* A body cannot sleep if its linear velocity is above this tolerance.
*/
static linearSleepTolerance: number;
static get linearSleepToleranceSqr(): number;
/**
* A body cannot sleep if its angular velocity is above this tolerance.
*/
static angularSleepTolerance: number;
static get angularSleepToleranceSqr(): number;
}
/**
* This describes the motion of a body/shape for TOI computation. Shapes are
Expand Down Expand Up @@ -7988,12 +7987,16 @@ declare namespace planck {
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
// TODO merge with World options?
/**
* Tuning constants based on meters-kilograms-seconds (MKS) units.
*/
// tslint:disable-next-line:no-unnecessary-class
class Settings {
/**
* You can use this to change the length scale used by your game.
*
* For example for inches you could use 39.4.
*/
static lengthUnitsPerMeter: number;
// Collision
/**
* The maximum number of contact points between two convex shapes. Do not change
Expand Down Expand Up @@ -8021,7 +8024,6 @@ declare namespace planck {
* chosen to be numerically significant, but visually insignificant.
*/
static linearSlop: number;
static get linearSlopSquared(): number;
/**
* A small angle used as a collision and constraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
Expand Down Expand Up @@ -8071,13 +8073,11 @@ declare namespace planck {
* to prevent numerical problems. You shouldn't need to adjust Settings.
*/
static maxTranslation: number;
static get maxTranslationSquared(): 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 Settings.
*/
static maxRotation: number;
static get maxRotationSquared(): 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
Expand All @@ -8094,12 +8094,10 @@ declare namespace planck {
* A body cannot sleep if its linear velocity is above this tolerance.
*/
static linearSleepTolerance: number;
static get linearSleepToleranceSqr(): number;
/**
* A body cannot sleep if its angular velocity is above this tolerance.
*/
static angularSleepTolerance: number;
static get angularSleepToleranceSqr(): number;
}
/**
* This describes the motion of a body/shape for TOI computation. Shapes are
Expand Down
2 changes: 1 addition & 1 deletion dist/planck-with-testbed.d.ts.map

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