fix: bug
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39
node_modules/@dimforge/rapier3d-compat/pipeline/debug_render_pipeline.d.ts
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39
node_modules/@dimforge/rapier3d-compat/pipeline/debug_render_pipeline.d.ts
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import { RawDebugRenderPipeline } from "../raw";
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import { ImpulseJointSet, MultibodyJointSet, RigidBodySet } from "../dynamics";
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import { ColliderSet, NarrowPhase } from "../geometry";
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/**
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* The vertex and color buffers for debug-redering the physics scene.
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*/
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export declare class DebugRenderBuffers {
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/**
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* The lines to render. This is a flat array containing all the lines
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* to render. Each line is described as two consecutive point. Each
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* point is described as two (in 2D) or three (in 3D) consecutive
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* floats. For example, in 2D, the array: `[1, 2, 3, 4, 5, 6, 7, 8]`
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* describes the two segments `[[1, 2], [3, 4]]` and `[[5, 6], [7, 8]]`.
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*/
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vertices: Float32Array;
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/**
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* The color buffer. There is one color per vertex, and each color
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* has four consecutive components (in RGBA format).
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*/
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colors: Float32Array;
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constructor(vertices: Float32Array, colors: Float32Array);
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}
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/**
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* A pipeline for rendering the physics scene.
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*
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* To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`
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* once you are done using it (and all the rigid-bodies it created).
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*/
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export declare class DebugRenderPipeline {
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raw: RawDebugRenderPipeline;
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vertices: Float32Array;
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colors: Float32Array;
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/**
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* Release the WASM memory occupied by this serialization pipeline.
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*/
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free(): void;
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constructor(raw?: RawDebugRenderPipeline);
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render(bodies: RigidBodySet, colliders: ColliderSet, impulse_joints: ImpulseJointSet, multibody_joints: MultibodyJointSet, narrow_phase: NarrowPhase): void;
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}
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