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Multiple bool => boolean fixes
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Vendored
+6
-6
@@ -1373,7 +1373,7 @@ declare module Box2D.Collision {
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* param proxy Proxy overlapping the supplied AABB.
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* @aabb Proxies are query for overlap on this AABB.
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**/
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public Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
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public Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;
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/**
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* Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k log(n), where k is the number of collisions and n is the number of proxies in the tree.
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@@ -1438,7 +1438,7 @@ declare module Box2D.Collision {
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/**
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* @see IBroadPhase.Query
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**/
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public Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
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public Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;
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/**
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* @see IBroadPhase.RayCast
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@@ -1911,7 +1911,7 @@ declare module Box2D.Collision {
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* param proxy Proxy overlapping the supplied AABB.
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* @param aabb Proxies are query for overlap on this AABB.
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**/
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Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
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Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;
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/**
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* Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k log(n), where k is the number of collisions and n is the number of proxies in the tree.
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@@ -3658,7 +3658,7 @@ declare module Box2D.Dynamics {
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* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
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* @param aabb The query bounding box.
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**/
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public QueryAABB(callback: (fixutre: b2Fixture) => bool, aabb: Box2D.Collision.b2AABB): void;
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public QueryAABB(callback: (fixutre: b2Fixture) => boolean, aabb: Box2D.Collision.b2AABB): void;
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/**
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* Query the world for all fixtures that contain a point.
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@@ -3666,7 +3666,7 @@ declare module Box2D.Dynamics {
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* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
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* @param p The query point.
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**/
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public QueryPoint(callback: (fixture: b2Fixture) => bool, p: Box2D.Common.Math.b2Vec2): void;
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public QueryPoint(callback: (fixture: b2Fixture) => boolean, p: Box2D.Common.Math.b2Vec2): void;
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/**
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* Query the world for all fixtures that precisely overlap the provided transformed shape.
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@@ -3675,7 +3675,7 @@ declare module Box2D.Dynamics {
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* @param shape The query shape.
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* @param transform Optional transform, default = null.
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**/
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public QueryShape(callback: (fixture: b2Fixture) => bool, shape: Box2D.Collision.Shapes.b2Shape, transform?: Box2D.Common.Math.b2Transform): void;
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public QueryShape(callback: (fixture: b2Fixture) => boolean, shape: Box2D.Collision.Shapes.b2Shape, transform?: Box2D.Common.Math.b2Transform): void;
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/**
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* Ray-cast the world for all fixtures in the path of the ray. Your callback Controls whether you get the closest point, any point, or n-points The ray-cast ignores shapes that contain the starting point.
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