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authorCppCXY <812125110@qq.com>2024-02-22 20:29:13 +0800
committerCppCXY <812125110@qq.com>2024-02-22 20:29:13 +0800
commit9b6df71d97a70ee7179949ef9f15368cbf29dcbd (patch)
treebf7a7e62ed7c164a12bdce437c17262a5235bcec /meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua
parent483fe246b6ae8c25d433aa15e43f04f0e71a74d5 (diff)
parent3e6fd3ce1f2f0528336ded939d776a29bbfaf2eb (diff)
downloadlua-language-server-9b6df71d97a70ee7179949ef9f15368cbf29dcbd.zip
Merge branch 'master' of github.com:CppCXY/lua-language-server
Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua')
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diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0
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+Subproject c0b2259e0d367561fd4563ae114b029b4dfe3a8
diff --git a/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua b/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua
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--- a/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua
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----@meta
-
----@class cc.Physics3DRigidBody :cc.Physics3DObject
-local Physics3DRigidBody={ }
-cc.Physics3DRigidBody=Physics3DRigidBody
-
-
-
-
----* Set the acceleration.
----@param acceleration vec3_table
----@return self
-function Physics3DRigidBody:setGravity (acceleration) end
----* Get friction.
----@return float
-function Physics3DRigidBody:getFriction () end
----@overload fun(vec3_table0:float):self
----@overload fun(vec3_table:vec3_table):self
----@param angFac vec3_table
----@return self
-function Physics3DRigidBody:setAngularFactor (angFac) end
----*
----@param constraint cc.Physics3DConstraint
----@return self
-function Physics3DRigidBody:addConstraint (constraint) end
----* Get the pointer of btRigidBody.
----@return btRigidBody
-function Physics3DRigidBody:getRigidBody () end
----* Get total force.
----@return vec3_table
-function Physics3DRigidBody:getTotalForce () end
----* Get the total number of constraints.
----@return unsigned_int
-function Physics3DRigidBody:getConstraintCount () end
----* Apply a central force.<br>
----* param force the value of the force
----@param force vec3_table
----@return self
-function Physics3DRigidBody:applyCentralForce (force) end
----* Set mass and inertia.
----@param mass float
----@param inertia vec3_table
----@return self
-function Physics3DRigidBody:setMassProps (mass,inertia) end
----* Set friction.
----@param frict float
----@return self
-function Physics3DRigidBody:setFriction (frict) end
----* Set kinematic object.
----@param kinematic boolean
----@return self
-function Physics3DRigidBody:setKinematic (kinematic) end
----* Set linear damping and angular damping.
----@param lin_damping float
----@param ang_damping float
----@return self
-function Physics3DRigidBody:setDamping (lin_damping,ang_damping) end
----* Apply a impulse.<br>
----* param impulse the value of the impulse<br>
----* param rel_pos the position of the impulse
----@param impulse vec3_table
----@param rel_pos vec3_table
----@return self
-function Physics3DRigidBody:applyImpulse (impulse,rel_pos) end
----* Check rigid body is kinematic object.
----@return boolean
-function Physics3DRigidBody:isKinematic () end
----* Apply a torque.<br>
----* param torque the value of the torque
----@param torque vec3_table
----@return self
-function Physics3DRigidBody:applyTorque (torque) end
----* Set motion threshold, don't do continuous collision detection if the motion (in one step) is less then ccdMotionThreshold
----@param ccdMotionThreshold float
----@return self
-function Physics3DRigidBody:setCcdMotionThreshold (ccdMotionThreshold) end
----* Set rolling friction.
----@param frict float
----@return self
-function Physics3DRigidBody:setRollingFriction (frict) end
----* Get motion threshold.
----@return float
-function Physics3DRigidBody:getCcdMotionThreshold () end
----* Get the linear factor.
----@return vec3_table
-function Physics3DRigidBody:getLinearFactor () end
----* Damps the velocity, using the given linearDamping and angularDamping.
----@param timeStep float
----@return self
-function Physics3DRigidBody:applyDamping (timeStep) end
----* Get the angular velocity.
----@return vec3_table
-function Physics3DRigidBody:getAngularVelocity () end
----*
----@param info cc.Physics3DRigidBodyDes
----@return boolean
-function Physics3DRigidBody:init (info) end
----* Apply a torque impulse.<br>
----* param torque the value of the torque
----@param torque vec3_table
----@return self
-function Physics3DRigidBody:applyTorqueImpulse (torque) end
----* Active or inactive.
----@param active boolean
----@return self
-function Physics3DRigidBody:setActive (active) end
----* Set the linear factor.
----@param linearFactor vec3_table
----@return self
-function Physics3DRigidBody:setLinearFactor (linearFactor) end
----* Set the linear velocity.
----@param lin_vel vec3_table
----@return self
-function Physics3DRigidBody:setLinearVelocity (lin_vel) end
----* Get the linear velocity.
----@return vec3_table
-function Physics3DRigidBody:getLinearVelocity () end
----* Set swept sphere radius.
----@param radius float
----@return self
-function Physics3DRigidBody:setCcdSweptSphereRadius (radius) end
----* Apply a force.<br>
----* param force the value of the force<br>
----* param rel_pos the position of the force
----@param force vec3_table
----@param rel_pos vec3_table
----@return self
-function Physics3DRigidBody:applyForce (force,rel_pos) end
----* Set the angular velocity.
----@param ang_vel vec3_table
----@return self
-function Physics3DRigidBody:setAngularVelocity (ang_vel) end
----* Apply a central impulse.<br>
----* param impulse the value of the impulse
----@param impulse vec3_table
----@return self
-function Physics3DRigidBody:applyCentralImpulse (impulse) end
----* Get the acceleration.
----@return vec3_table
-function Physics3DRigidBody:getGravity () end
----* Get rolling friction.
----@return float
-function Physics3DRigidBody:getRollingFriction () end
----* Set the center of mass.
----@param xform mat4_table
----@return self
-function Physics3DRigidBody:setCenterOfMassTransform (xform) end
----* Set the inverse of local inertia.
----@param diagInvInertia vec3_table
----@return self
-function Physics3DRigidBody:setInvInertiaDiagLocal (diagInvInertia) end
----@overload fun(cc.Physics3DConstraint0:unsigned_int):self
----@overload fun(cc.Physics3DConstraint:cc.Physics3DConstraint):self
----@param constraint cc.Physics3DConstraint
----@return self
-function Physics3DRigidBody:removeConstraint (constraint) end
----* Get total torque.
----@return vec3_table
-function Physics3DRigidBody:getTotalTorque () end
----* Get inverse of mass.
----@return float
-function Physics3DRigidBody:getInvMass () end
----* Get constraint by index.
----@param idx unsigned_int
----@return cc.Physics3DConstraint
-function Physics3DRigidBody:getConstraint (idx) end
----* Get restitution.
----@return float
-function Physics3DRigidBody:getRestitution () end
----* Get swept sphere radius.
----@return float
-function Physics3DRigidBody:getCcdSweptSphereRadius () end
----* Get hit friction.
----@return float
-function Physics3DRigidBody:getHitFraction () end
----* Get angular damping.
----@return float
-function Physics3DRigidBody:getAngularDamping () end
----* Get the inverse of local inertia.
----@return vec3_table
-function Physics3DRigidBody:getInvInertiaDiagLocal () end
----* Get the center of mass.
----@return mat4_table
-function Physics3DRigidBody:getCenterOfMassTransform () end
----* Get the angular factor.
----@return vec3_table
-function Physics3DRigidBody:getAngularFactor () end
----* Set restitution.
----@param rest float
----@return self
-function Physics3DRigidBody:setRestitution (rest) end
----* Set hit friction.
----@param hitFraction float
----@return self
-function Physics3DRigidBody:setHitFraction (hitFraction) end
----* Get linear damping.
----@return float
-function Physics3DRigidBody:getLinearDamping () end
----* override.
----@return mat4_table
-function Physics3DRigidBody:getWorldTransform () end
----*
----@return self
-function Physics3DRigidBody:Physics3DRigidBody () end \ No newline at end of file