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pub struct MassProperties {
mass : Float
inv_mass : Float
inertia : Float
inv_inertia : Float
center_of_mass : Vec2
}
fn MassProperties::MassProperties(mass : Float, inertia : Float, center_of_mass : Vec2) -> MassPropertiesfn MassProperties::set_mass(self : MassProperties, new_mass : Float, update_inertia : Bool) -> MassPropertiesfn MassProperties3::set_mass(self : MassProperties3, new_mass : Float, update_inertia : Bool) -> MassProperties3#alias(SimdMatrix2)
pub struct Mat2 {
m00 : Float
m01 : Float
m10 : Float
m11 : Float
}
fn Mat2::Mat2(m00 : Float, m01 : Float, m10 : Float, m11 : Float) -> Mat2#alias(SimdMatrix3)
pub struct Mat3 {
m00 : Float
m01 : Float
m02 : Float
m10 : Float
m11 : Float
m12 : Float
m20 : Float
m21 : Float
m22 : Float
}
fn Mat3::Mat3(m00 : Float, m01 : Float, m02 : Float, m10 : Float, m11 : Float, m12 : Float, m20 : Float, m21 : Float, m22 : Float) -> Mat3#alias(SimdRotation3)
pub struct Quat {
x : Float
y : Float
z : Float
w : Float
}
fn Quat::Quat(x : Float, y : Float, z : Float, w : Float) -> Quat#alias(SimdRotation2)
pub struct Rot2 {
sin : Float
cos : Float
}#alias(SimdAngularInertia3)
pub struct SdpMat3 {
m11 : Float
m12 : Float
m13 : Float
m22 : Float
m23 : Float
m33 : Float
}
fn SdpMat3::SdpMat3(m11 : Float, m12 : Float, m13 : Float, m22 : Float, m23 : Float, m33 : Float) -> SdpMat3pub struct UserData128 {
hi : UInt64
lo : UInt64
}#alias(SimdVector2)
#alias(SimdPoint2)
#alias(TangentImpulse3)
pub struct Vec2 {
x : Float
y : Float
}
fn Vec2::Vec2(x : Float, y : Float) -> Vec2#alias(SimdVector3)
#alias(SimdPoint3)
#alias(SimdAngVector3)
pub struct Vec3 {
x : Float
y : Float
z : Float
}
fn Vec3::Vec3(x : Float, y : Float, z : Float) -> Vec3A Physics library in MoonBit.