mirror of
https://github.com/wassname/DefinitelyTyped.git
synced 2026-09-09 11:13:57 +08:00
Big replacement: bool with boolean
This commit is contained in:
Vendored
+80
-80
@@ -78,7 +78,7 @@ declare module Box2D.Common {
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* 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.
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* @param a Asset an expression is true.
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**/
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public static b2Assert(a: bool): void;
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public static b2Assert(a: boolean): void;
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/**
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* Friction mixing law. Feel free to customize this.
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@@ -431,7 +431,7 @@ declare module Box2D.Common.Math {
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* @param x Number to check for validity.
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* @return True if x is valid, otherwise false.
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**/
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public static IsValid(x: number): bool;
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public static IsValid(x: number): boolean;
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/**
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* Dot product of two vector 2s.
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@@ -665,7 +665,7 @@ declare module Box2D.Common.Math {
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* @param x Number to check if it is a power of 2.
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* @return True if x is a power of 2, otherwise false.
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**/
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public static IsPowerOfTwo(x: number): bool;
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public static IsPowerOfTwo(x: number): boolean;
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/**
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* Global instance of a zero'ed vector. Use as read-only.
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@@ -860,7 +860,7 @@ declare module Box2D.Common.Math {
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* True if the vector 2 is valid, otherwise false. A valid vector has finite values.
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* @return True if the vector 2 is valid, otherwise false.
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**/
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public IsValid(): bool;
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public IsValid(): boolean;
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/**
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* Calculates the length of the vector 2.
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@@ -1071,7 +1071,7 @@ declare module Box2D.Collision {
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* @param aabb AABB to see if it is contained.
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* @return True if aabb is contained, otherwise false.
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**/
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public Contains(aabb: b2AABB): bool;
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public Contains(aabb: b2AABB): boolean;
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/**
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* Gets the center of the AABB.
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@@ -1089,7 +1089,7 @@ declare module Box2D.Collision {
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* Verify that the bounds are sorted.
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* @return True if the bounds are sorted, otherwise false.
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**/
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public IsValid(): bool;
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public IsValid(): boolean;
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/**
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* Perform a precise raycast against this AABB.
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@@ -1097,14 +1097,14 @@ declare module Box2D.Collision {
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* @param input Ray cast input values.
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* @return True if the ray cast hits this AABB, otherwise false.
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**/
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public RayCast(output: b2RayCastOutput, input: b2RayCastInput): bool;
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public RayCast(output: b2RayCastOutput, input: b2RayCastInput): boolean;
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/**
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* Tests if another AABB overlaps this AABB.
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* @param other Other AABB to test for overlap.
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* @return True if other overlaps this AABB, otherwise false.
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**/
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public TestOverlap(other: b2AABB): bool;
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public TestOverlap(other: b2AABB): boolean;
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}
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}
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@@ -1228,7 +1228,7 @@ declare module Box2D.Collision {
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/**
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* Use shape radii in computation?
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**/
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public useRadii: bool;
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public useRadii: boolean;
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}
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}
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@@ -1365,7 +1365,7 @@ declare module Box2D.Collision {
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* @param aabb Swept AABB.
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* @param displacement Extra AABB displacement.
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**/
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public MoveProxy(proxy: b2DynamicTreeNode, aabb: b2AABB, displacement: Box2D.Common.Math.b2Vec2): bool;
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public MoveProxy(proxy: b2DynamicTreeNode, aabb: b2AABB, displacement: Box2D.Common.Math.b2Vec2): boolean;
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/**
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* Query an AABB for overlapping proxies. The callback is called for each proxy that overlaps the supplied AABB. The callback should match function signature fuction callback(proxy:b2DynamicTreeNode):Boolean and should return false to trigger premature termination.
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@@ -1456,7 +1456,7 @@ declare module Box2D.Collision {
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* @param proxyB Second proxy to test.
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* @return True if the proxyA and proxyB overlap with Fat AABBs, otherwise false.
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**/
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public TestOverlap(proxyA: b2DynamicTreeNode, proxyB: b2DynamicTreeNode): bool;
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public TestOverlap(proxyA: b2DynamicTreeNode, proxyB: b2DynamicTreeNode): boolean;
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/**
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* Update the pairs. This results in pair callbacks. This can only add pairs.
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@@ -1722,7 +1722,7 @@ declare module Box2D.Collision {
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lambda: number[],
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normal: Box2D.Common.Math.b2Vec2,
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segment: b2Segment,
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maxLambda: number): bool;
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maxLambda: number): boolean;
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}
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}
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@@ -1999,7 +1999,7 @@ declare module Box2D.Collision.Shapes {
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public RayCast(
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output: b2RayCastOutput,
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input: b2RayCastInput,
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transform: Box2D.Common.Math.b2Transform): bool;
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transform: Box2D.Common.Math.b2Transform): boolean;
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/**
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* Set the circle shape values from another shape.
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@@ -2025,7 +2025,7 @@ declare module Box2D.Collision.Shapes {
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* @param p Point to test against, in world coordinates.
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* @return True if the point is in this shape, otherwise false.
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**/
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): bool;
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): boolean;
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}
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}
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@@ -2039,7 +2039,7 @@ declare module Box2D.Collision.Shapes {
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/**
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* Whether to create an extra edge between the first and last vertices.
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**/
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public isALoop: bool;
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public isALoop: boolean;
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/**
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* The number of vertices in the chain.
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@@ -2156,13 +2156,13 @@ declare module Box2D.Collision.Shapes {
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* Determines if the first corner of this edge bends towards the solid side.
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* @return True if convex, otherwise false.
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**/
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public Corner1IsConvex(): bool;
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public Corner1IsConvex(): boolean;
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/**
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* Determines if the second corner of this edge bends towards the solid side.
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* @return True if convex, otherwise false.
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**/
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public Corner2IsConvex(): bool;
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public Corner2IsConvex(): boolean;
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/**
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* Get the first vertex and apply the supplied transform.
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@@ -2202,7 +2202,7 @@ declare module Box2D.Collision.Shapes {
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public RayCast(
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output: b2RayCastOutput,
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input: b2RayCastInput,
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transform: Box2D.Common.Math.b2Transform): bool;
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transform: Box2D.Common.Math.b2Transform): boolean;
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/**
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* Test a point for containment in this shape. This only works for convex shapes.
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@@ -2210,7 +2210,7 @@ declare module Box2D.Collision.Shapes {
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* @param p Point to test against, in world coordinates.
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* @return True if the point is in this shape, otherwise false.
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**/
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): bool;
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): boolean;
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}
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}
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@@ -2360,7 +2360,7 @@ declare module Box2D.Collision.Shapes {
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public RayCast(
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output: b2RayCastOutput,
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input: b2RayCastInput,
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transform: Box2D.Common.Math.b2Transform): bool;
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transform: Box2D.Common.Math.b2Transform): boolean;
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/**
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* Set the shape values from another shape.
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@@ -2416,7 +2416,7 @@ declare module Box2D.Collision.Shapes {
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* @param p Point to test against, in world coordinates.
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* @return True if the point is in this shape, otherwise false.
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**/
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): bool;
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): boolean;
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}
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}
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@@ -2502,7 +2502,7 @@ declare module Box2D.Collision.Shapes {
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public RayCast(
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output: b2RayCastOutput,
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input: b2RayCastInput,
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transform: Box2D.Common.Math.b2Transform): bool;
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transform: Box2D.Common.Math.b2Transform): boolean;
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/**
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* Set the shape values from another shape.
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@@ -2522,7 +2522,7 @@ declare module Box2D.Collision.Shapes {
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shape1: b2Shape,
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transform1: Box2D.Common.Math.b2Transform,
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shape2: b2Shape,
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transform2: Box2D.Common.Math.b2Transform): bool;
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transform2: Box2D.Common.Math.b2Transform): boolean;
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/**
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* Test a point for containment in this shape. This only works for convex shapes.
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@@ -2530,7 +2530,7 @@ declare module Box2D.Collision.Shapes {
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* @param p Point to test against, in world coordinates.
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* @return True if the point is in this shape, otherwise false.
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**/
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): bool;
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public TestPoint(xf: Box2D.Common.Math.b2Transform, p: Box2D.Common.Math.b2Vec2): boolean;
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}
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}
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@@ -2773,31 +2773,31 @@ declare module Box2D.Dynamics {
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* Get the active state of the body.
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* @return True if the body is active, otherwise false.
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**/
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public IsActive(): bool;
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public IsActive(): boolean;
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/**
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* Get the sleeping state of this body.
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* @return True if the body is awake, otherwise false.
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**/
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public IsAwake(): bool;
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public IsAwake(): boolean;
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/**
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* Is the body treated like a bullet for continuous collision detection?
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* @return True if the body is treated like a bullet, otherwise false.
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**/
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public IsBullet(): bool;
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public IsBullet(): boolean;
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/**
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* Does this body have fixed rotation?
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* @return True for fixed, otherwise false.
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**/
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public IsFixedRotation(): bool;
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public IsFixedRotation(): boolean;
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/**
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* Is this body allowed to sleep?
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* @return True if the body can sleep, otherwise false.
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**/
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public IsSleepingAllowed(): bool;
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public IsSleepingAllowed(): boolean;
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/**
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* Merges another body into this. Only fixtures, mass and velocity are effected, Other properties are ignored.
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@@ -2814,7 +2814,7 @@ declare module Box2D.Dynamics {
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* Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive body is still owned by a b2World object and remains in the body list.
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* @param flag True to activate, false to deactivate.
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**/
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public SetActive(flag: bool): void;
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public SetActive(flag: boolean): void;
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/**
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* Set the world body angle
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@@ -2838,19 +2838,19 @@ declare module Box2D.Dynamics {
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* Set the sleep state of the body. A sleeping body has vety low CPU cost.
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* @param flag True to set the body to awake, false to put it to sleep.
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**/
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public SetAwake(flag: bool): void;
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public SetAwake(flag: boolean): void;
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/**
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* Should this body be treated like a bullet for continuous collision detection?
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* @param flag True for bullet, false for normal.
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**/
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public SetBullet(flag: bool): void;
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public SetBullet(flag: boolean): void;
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/**
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* Set this body to have fixed rotation. This causes the mass to be reset.
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* @param fixed True for no rotation, false to allow for rotation.
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**/
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public SetFixedRotation(fixed: bool): void;
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public SetFixedRotation(fixed: boolean): void;
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/**
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* Set the linear damping of the body.
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@@ -2888,7 +2888,7 @@ declare module Box2D.Dynamics {
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* Is this body allowed to sleep
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* @param flag True if the body can sleep, false if not.
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**/
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public SetSleepingAllowed(flag: bool): void;
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public SetSleepingAllowed(flag: boolean): void;
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/**
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* Set the position of the body's origin and rotation (radians). This breaks any contacts and wakes the other bodies. Note this is less efficient than the other overload - you should use that if the angle is available.
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@@ -2914,7 +2914,7 @@ declare module Box2D.Dynamics {
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* @param callback
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* @return The newly created bodies from the split.
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**/
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public Split(callback: (fixture: b2Fixture) => bool): b2Body;
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public Split(callback: (fixture: b2Fixture) => boolean): b2Body;
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}
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}
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@@ -2928,12 +2928,12 @@ declare module Box2D.Dynamics {
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/**
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* Does this body start out active?
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**/
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public active: bool;
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public active: boolean;
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/**
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* Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
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**/
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public allowSleep: bool;
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public allowSleep: boolean;
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/**
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* The world angle of the body in radians.
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@@ -2953,18 +2953,18 @@ declare module Box2D.Dynamics {
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/**
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* Is this body initially awake or sleeping?
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**/
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public awake: bool;
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public awake: boolean;
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/**
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* Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are prevented from tunneling through static bodies.
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* @warning You should use this flag sparingly since it increases processing time.
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**/
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public bullet: bool;
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public bullet: boolean;
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/**
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* Should this body be prevented from rotating? Useful for characters.
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**/
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public fixedRotation: bool;
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public fixedRotation: boolean;
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/**
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* Scales the inertia tensor.
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@@ -3015,7 +3015,7 @@ declare module Box2D.Dynamics {
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* @param userData User provided data. Comments indicate that this might be a b2Fixture.
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* @return True if the fixture should be considered for ray intersection, otherwise false.
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**/
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public RayCollide(userData: any): bool;
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public RayCollide(userData: any): boolean;
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/**
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* Return true if contact calculations should be performed between these two fixtures.
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@@ -3024,7 +3024,7 @@ declare module Box2D.Dynamics {
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* @param fixtureB b2Fixture potentially colliding with fixtureA.
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* @return True if fixtureA and fixtureB probably collide requiring more calculations, otherwise false.
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**/
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public ShouldCollide(fixtureA: b2Fixture, fixtureB: b2Fixture): bool;
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public ShouldCollide(fixtureA: b2Fixture, fixtureB: b2Fixture): boolean;
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}
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}
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@@ -3406,7 +3406,7 @@ declare module Box2D.Dynamics {
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* Is this fixture a sensor (non-solid)?
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* @return True if the shape is a sensor, otherwise false.
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**/
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public IsSensor(): bool;
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public IsSensor(): boolean;
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/**
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* Perform a ray cast against this shape.
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@@ -3414,7 +3414,7 @@ declare module Box2D.Dynamics {
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* @param input Ray cast input parameters.
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* @return True if the ray hits the shape, otherwise false.
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**/
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public RayCast(output: Box2D.Collision.b2RayCastOutput, input: Box2D.Collision.b2RayCastInput): bool;
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public RayCast(output: Box2D.Collision.b2RayCastOutput, input: Box2D.Collision.b2RayCastInput): boolean;
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/**
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* Set the density of this fixture. This will _not_ automatically adjust the mass of the body. You must call b2Body::ResetMassData to update the body's mass.
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@@ -3444,7 +3444,7 @@ declare module Box2D.Dynamics {
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* Set if this fixture is a sensor.
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* @param sensor True to set as a sensor, false to not be a sensor.
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**/
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public SetSensor(sensor: bool): void;
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public SetSensor(sensor: boolean): void;
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/**
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* Set the user data. Use this to store your application specific data.
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@@ -3457,7 +3457,7 @@ declare module Box2D.Dynamics {
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* @param p Point to test against, in world coordinates.
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* @return True if the point is in this shape, otherwise false.
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**/
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public TestPoint(p: Box2D.Common.Math.b2Vec2): bool;
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public TestPoint(p: Box2D.Common.Math.b2Vec2): boolean;
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}
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}
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@@ -3486,7 +3486,7 @@ declare module Box2D.Dynamics {
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/**
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* A sensor shape collects contact information but never generates a collision response.
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**/
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public isSensor: bool;
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public isSensor: boolean;
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/**
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* The restitution (elasticity) usually in the range [0,1].
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@@ -3532,7 +3532,7 @@ declare module Box2D.Dynamics {
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* @param gravity The world gravity vector.
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* @param doSleep Improvie performance by not simulating inactive bodies.
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**/
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constructor(gravity: Box2D.Common.Math.b2Vec2, doSleep: bool);
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constructor(gravity: Box2D.Common.Math.b2Vec2, doSleep: boolean);
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/**
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* Add a controller to the world list.
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@@ -3651,7 +3651,7 @@ declare module Box2D.Dynamics {
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* Is the world locked (in the middle of a time step).
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* @return True if the world is locked and in the middle of a time step, otherwise false.
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**/
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public IsLocked(): bool;
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public IsLocked(): boolean;
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/**
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* Query the world for all fixtures that potentially overlap the provided AABB.
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@@ -3737,7 +3737,7 @@ declare module Box2D.Dynamics {
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* Enable/disable continuous physics. For testing.
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* @param flag True for continuous physics, otherwise false.
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**/
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public SetContinuousPhysics(flag: bool): void;
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public SetContinuousPhysics(flag: boolean): void;
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/**
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* Register a routine for debug drawing. The debug draw functions are called inside the b2World::Step method, so make sure your renderer is ready to consume draw commands when you call Step().
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||||
@@ -3761,7 +3761,7 @@ declare module Box2D.Dynamics {
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* Enable/disable warm starting. For testing.
|
||||
* @param flag True for warm starting, otherwise false.
|
||||
**/
|
||||
public SetWarmStarting(flag: bool): void;
|
||||
public SetWarmStarting(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Take a time step. This performs collision detection, integration, and constraint solution.
|
||||
@@ -3830,37 +3830,37 @@ declare module Box2D.Dynamics.Contacts {
|
||||
* Does this contact generate TOI events for continuous simulation.
|
||||
* @return True for continous, otherwise false.
|
||||
**/
|
||||
public IsContinuous(): bool;
|
||||
public IsContinuous(): boolean;
|
||||
|
||||
/**
|
||||
* Has this contact been disabled?
|
||||
* @return True if disabled, otherwise false.
|
||||
**/
|
||||
public IsEnabled(): bool;
|
||||
public IsEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Is this contact a sensor?
|
||||
* @return True if sensor, otherwise false.
|
||||
**/
|
||||
public IsSensor(): bool;
|
||||
public IsSensor(): boolean;
|
||||
|
||||
/**
|
||||
* Is this contact touching.
|
||||
* @return True if contact is touching, otherwise false.
|
||||
**/
|
||||
public IsTouching(): bool;
|
||||
public IsTouching(): boolean;
|
||||
|
||||
/**
|
||||
* Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the current time step (or sub-step in continuous collision).
|
||||
* @param flag True to enable, false to disable.
|
||||
**/
|
||||
public SetEnabled(flag: bool): void;
|
||||
public SetEnabled(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Change this to be a sensor or-non-sensor contact.
|
||||
* @param sensor True to be sensor, false to not be a sensor.
|
||||
**/
|
||||
public SetSensor(sensor: bool): void;
|
||||
public SetSensor(sensor: boolean): void;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4088,13 +4088,13 @@ declare module Box2D.Dynamics.Controllers {
|
||||
* If false, bodies are assumed to be uniformly dense, otherwise use the shapes densities.
|
||||
* @default = false.
|
||||
**/
|
||||
public useDensity: bool;
|
||||
public useDensity: boolean;
|
||||
|
||||
/**
|
||||
* If true, gravity is taken from the world instead of the gravity parameter.
|
||||
* @default = true.
|
||||
**/
|
||||
public useWorldGravity: bool;
|
||||
public useWorldGravity: boolean;
|
||||
|
||||
/**
|
||||
* Fluid velocity, for drag calculations.
|
||||
@@ -4157,7 +4157,7 @@ declare module Box2D.Dynamics.Controllers {
|
||||
/**
|
||||
* If true, gravity is proportional to r^-2, otherwise r^-1.
|
||||
**/
|
||||
public invSqr: bool;
|
||||
public invSqr: boolean;
|
||||
|
||||
/**
|
||||
* @see b2Controller.Step
|
||||
@@ -4265,7 +4265,7 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Short-cut function to determine if either body is inactive.
|
||||
* @return True if active, otherwise false.
|
||||
**/
|
||||
public IsActive(): bool;
|
||||
public IsActive(): boolean;
|
||||
|
||||
/**
|
||||
* Set the user data pointer.
|
||||
@@ -4295,7 +4295,7 @@ declare module Box2D.Dynamics.Joints {
|
||||
/**
|
||||
* Set this flag to true if the attached bodies should collide.
|
||||
**/
|
||||
public collideConnected: bool;
|
||||
public collideConnected: boolean;
|
||||
|
||||
/**
|
||||
* The joint type is set automatically for concrete joint types.
|
||||
@@ -4661,13 +4661,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Enable/disable the joint limit.
|
||||
* @param flag True to enable, false to disable limits
|
||||
**/
|
||||
public EnableLimit(flag: bool): void;
|
||||
public EnableLimit(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Enable/disable the joint motor.
|
||||
* @param flag True to enable, false to disable the motor.
|
||||
**/
|
||||
public EnableMotor(flag: bool): void;
|
||||
public EnableMotor(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Get the anchor point on bodyA in world coordinates.
|
||||
@@ -4741,13 +4741,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Is the joint limit enabled?
|
||||
* @return True if enabled otherwise false.
|
||||
**/
|
||||
public IsLimitEnabled(): bool;
|
||||
public IsLimitEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Is the joint motor enabled?
|
||||
* @return True if enabled, otherwise false.
|
||||
**/
|
||||
public IsMotorEnabled(): bool;
|
||||
public IsMotorEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Set the joint limits, usually in meters.
|
||||
@@ -4780,12 +4780,12 @@ declare module Box2D.Dynamics.Joints {
|
||||
/**
|
||||
* Enable/disable the joint limit.
|
||||
**/
|
||||
public enableLimit: bool;
|
||||
public enableLimit: boolean;
|
||||
|
||||
/**
|
||||
* Enable/disable the joint motor.
|
||||
**/
|
||||
public enableMotor: bool;
|
||||
public enableMotor: boolean;
|
||||
|
||||
/**
|
||||
* The local anchor point relative to body1's origin.
|
||||
@@ -4961,13 +4961,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Enable/disable the joint limit.
|
||||
* @param flag True to enable, false to disable.
|
||||
**/
|
||||
public EnableLimit(flag: bool): void;
|
||||
public EnableLimit(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Enable/disable the joint motor.
|
||||
* @param flag True to enable, false to disable.
|
||||
**/
|
||||
public EnableMotor(flag: bool): void;
|
||||
public EnableMotor(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Get the anchor point on bodyA in world coordinates.
|
||||
@@ -5035,13 +5035,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Is the joint limit enabled?
|
||||
* @return True if enabled otherwise false.
|
||||
**/
|
||||
public IsLimitEnabled(): bool;
|
||||
public IsLimitEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Is the joint motor enabled?
|
||||
* @return True if enabled, otherwise false.
|
||||
**/
|
||||
public IsMotorEnabled(): bool;
|
||||
public IsMotorEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Set the joint limits, usually in meters.
|
||||
@@ -5074,12 +5074,12 @@ declare module Box2D.Dynamics.Joints {
|
||||
/**
|
||||
* Enable/disable the joint limit.
|
||||
**/
|
||||
public enableLimit: bool;
|
||||
public enableLimit: boolean;
|
||||
|
||||
/**
|
||||
* Enable/disable the joint motor.
|
||||
**/
|
||||
public enableMotor: bool;
|
||||
public enableMotor: boolean;
|
||||
|
||||
/**
|
||||
* The local anchor point relative to body1's origin.
|
||||
@@ -5278,13 +5278,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Enable/disable the joint limit.
|
||||
* @param flag True to enable, false to disable.
|
||||
**/
|
||||
public EnableLimit(flag: bool): void;
|
||||
public EnableLimit(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Enable/disable the joint motor.
|
||||
* @param flag True to enable, false to diasable.
|
||||
**/
|
||||
public EnableMotor(flag: bool): void;
|
||||
public EnableMotor(flag: boolean): void;
|
||||
|
||||
/**
|
||||
* Get the anchor point on bodyA in world coordinates.
|
||||
@@ -5352,13 +5352,13 @@ declare module Box2D.Dynamics.Joints {
|
||||
* Is the joint limit enabled?
|
||||
* @return True if enabled, false if disabled.
|
||||
**/
|
||||
public IsLimitEnabled(): bool;
|
||||
public IsLimitEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Is the joint motor enabled?
|
||||
* @return True if enabled, false if disabled.
|
||||
**/
|
||||
public IsMotorEnabled(): bool;
|
||||
public IsMotorEnabled(): boolean;
|
||||
|
||||
/**
|
||||
* Set the joint limits in radians.
|
||||
@@ -5391,12 +5391,12 @@ declare module Box2D.Dynamics.Joints {
|
||||
/**
|
||||
* A flag to enable joint limits.
|
||||
**/
|
||||
public enableLimit: bool;
|
||||
public enableLimit: boolean;
|
||||
|
||||
/**
|
||||
* A flag to enable the joint motor.
|
||||
**/
|
||||
public enableMotor: bool;
|
||||
public enableMotor: boolean;
|
||||
|
||||
/**
|
||||
* The local anchor point relative to body1's origin.
|
||||
|
||||
Reference in New Issue
Block a user