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author最萌小汐 <sumneko@hotmail.com>2023-07-19 16:41:30 +0800
committer最萌小汐 <sumneko@hotmail.com>2023-07-19 16:41:30 +0800
commit04ab77081defa1d66598a4429ad5707f5ab6a06d (patch)
tree010dee122585dbae1382dd6e95eb8d3d19d635b2 /meta
parent83aa702b33d5dd66e35ddb6883cd8d7417b5f83b (diff)
downloadlua-language-server-04ab77081defa1d66598a4429ad5707f5ab6a06d.zip
update submodules
Diffstat (limited to 'meta')
-rw-r--r--meta/3rd/love2d/library/love/graphics.lua1
-rw-r--r--meta/3rd/lovr/library/callback.lua18
-rw-r--r--meta/3rd/lovr/library/lovr/data.lua29
-rw-r--r--meta/3rd/lovr/library/lovr/graphics.lua94
-rw-r--r--meta/3rd/lovr/library/lovr/headset.lua45
-rw-r--r--meta/3rd/lovr/library/lovr/math.lua154
-rw-r--r--meta/3rd/lovr/library/lovr/physics.lua40
-rw-r--r--meta/3rd/lovr/library/lovr/system.lua26
-rw-r--r--meta/3rd/lovr/library/lovr/thread.lua4
9 files changed, 324 insertions, 87 deletions
diff --git a/meta/3rd/love2d/library/love/graphics.lua b/meta/3rd/love2d/library/love/graphics.lua
index 87ad4a8f..02647e0b 100644
--- a/meta/3rd/love2d/library/love/graphics.lua
+++ b/meta/3rd/love2d/library/love/graphics.lua
@@ -794,6 +794,7 @@ function love.graphics.newParticleSystem(image, buffer) end
---
---[Open in Browser](https://love2d.org/wiki/love.graphics.newQuad)
---
+---@overload fun(x: number, y: number, width: number, height: number, texture: love.Texture):love.Quad
---@param x number # The top-left position in the Image along the x-axis.
---@param y number # The top-left position in the Image along the y-axis.
---@param width number # The width of the Quad in the Image. (Must be greater than 0.)
diff --git a/meta/3rd/lovr/library/callback.lua b/meta/3rd/lovr/library/callback.lua
index 76a536db..903a3e8e 100644
--- a/meta/3rd/lovr/library/callback.lua
+++ b/meta/3rd/lovr/library/callback.lua
@@ -133,6 +133,24 @@ lovr.log = nil
lovr.mirror = nil
---
+---This callback is called when the mouse is moved.
+---
+---@type fun(x: number, y: number, dx: number, dy: number)
+lovr.mousemoved = nil
+
+---
+---This callback is called when a mouse button is pressed.
+---
+---@type fun(x: number, y: number, button: number)
+lovr.mousepressed = nil
+
+---
+---This callback is called when a mouse button is released.
+---
+---@type fun(x: number, y: number, button: number)
+lovr.mousereleased = nil
+
+---
---This callback contains a permission response previously requested with `lovr.system.requestPermission`.
---
---The callback contains information on whether permission was granted or denied.
diff --git a/meta/3rd/lovr/library/lovr/data.lua b/meta/3rd/lovr/library/lovr/data.lua
index dd47aa14..8c841962 100644
--- a/meta/3rd/lovr/library/lovr/data.lua
+++ b/meta/3rd/lovr/library/lovr/data.lua
@@ -150,8 +150,10 @@ function Blob:getSize() end
---
---Returns a binary string containing the Blob's data.
---
+---@param offset? number # A byte offset into the Blob where the string will start.
+---@param size? number # The number of bytes the string will contain. If nil, the rest of the data in the Blob will be used, based on the `offset` parameter.
---@return string data # The Blob's data.
-function Blob:getString() end
+function Blob:getString(offset, size) end
---
---An Image stores raw 2D pixel info for `Texture`s.
@@ -341,7 +343,7 @@ function ModelData:getAnimationNode(index, channel) end
---@overload fun(self: lovr.ModelData, name: string, channel: number):lovr.AnimationProperty
---@param index number # The index of an animation.
---@param channel number # The index of a channel in the animation.
----@return lovr.AnimationProperty property # The property (translation, rotation, scale) affected by the keyframes.
+---@return lovr.AnimationProperty property # The property (translation, rotation, scale, weights) affected by the keyframes.
function ModelData:getAnimationProperty(index, channel) end
---
@@ -354,6 +356,23 @@ function ModelData:getAnimationProperty(index, channel) end
function ModelData:getAnimationSmoothMode(index, channel) end
---
+---Returns the number of blend shapes in the model.
+---
+---@return number count # The number of blend shapes in the model.
+function ModelData:getBlendShapeCount() end
+
+---
+---Returns the name of a blend shape in the model.
+---
+---
+---### NOTE:
+---This function will throw an error if the blend shape index is invalid.
+---
+---@param index number # The index of a blend shape.
+---@return string name # The name of the blend shape.
+function ModelData:getBlendShapeName(index) end
+
+---
---Returns one of the Blobs in the model, by index.
---
---@param index number # The index of the Blob to get.
@@ -1112,7 +1131,7 @@ function Sound:isStream() end
function Sound:setFrames(t, count, dstOffset, srcOffset) end
---
----This indicates the different transform properties that can be animated.
+---This indicates the different node properties that can be animated.
---
---@alias lovr.AnimationProperty
---
@@ -1127,6 +1146,10 @@ function Sound:setFrames(t, count, dstOffset, srcOffset) end
---Node scale.
---
---| "scale"
+---
+---Node blend shape weights.
+---
+---| "weights"
---
---These are the data types that can be used by vertex data in meshes.
diff --git a/meta/3rd/lovr/library/lovr/graphics.lua b/meta/3rd/lovr/library/lovr/graphics.lua
index b0833fea..956d91ae 100644
--- a/meta/3rd/lovr/library/lovr/graphics.lua
+++ b/meta/3rd/lovr/library/lovr/graphics.lua
@@ -149,7 +149,7 @@ function lovr.graphics.getDevice() end
---
---Returns a table indicating which features are supported by the GPU.
---
----@return {textureBC: boolean, textureASTC: boolean, wireframe: boolean, depthClamp: boolean, indirectDrawFirstInstance: boolean, float64: boolean, int64: boolean, int16: boolean} features #
+---@return {textureBC: boolean, textureASTC: boolean, wireframe: boolean, depthClamp: boolean, depthResolve: boolean, indirectDrawFirstInstance: boolean, float64: boolean, int64: boolean, int16: boolean} features #
function lovr.graphics.getFeatures() end
---
@@ -471,7 +471,6 @@ function lovr.graphics.newMaterial(properties) end
---### NOTE:
---Currently, the following features are not supported by the model importer:
---
----- glTF: Morph targets are not supported.
---- glTF: Only the default scene is loaded.
---- glTF: Currently, each skin in a Model can have up to 256 joints.
---- glTF: Meshes can't appear multiple times in the node hierarchy with different skins, they need
@@ -482,6 +481,10 @@ function lovr.graphics.newMaterial(properties) end
---
---Diffuse and emissive textures will be loaded using sRGB encoding, all other textures will be loaded as linear.
---
+---Loading a model file will fail if the asset references textures or other files using absolute paths.
+---
+---Relative paths should be used instead, and will be relative to the model file within the virtual filesystem.
+---
---@overload fun(blob: lovr.Blob, options?: table):lovr.Model
---@overload fun(modelData: lovr.ModelData, options?: table):lovr.Model
---@param filename string # The path to model file.
@@ -1099,6 +1102,45 @@ function Model:getAnimationDuration(index) end
function Model:getAnimationName(index) end
---
+---Returns the number of blend shapes in the model.
+---
+---@return number count # The number of blend shapes in the model.
+function Model:getBlendShapeCount() end
+
+---
+---Returns the name of a blend shape in the model.
+---
+---
+---### NOTE:
+---This function will throw an error if the blend shape index is invalid.
+---
+---@param index number # The index of a blend shape.
+---@return string name # The name of the blend shape.
+function Model:getBlendShapeName(index) end
+
+---
+---Returns the weight of a blend shape.
+---
+---A blend shape contains offset values for the vertices of one of the meshes in a Model.
+---
+---Whenever the Model is drawn, the offsets are multiplied by the weight of the blend shape, allowing for smooth blending between different meshes.
+---
+---A weight of zero won't apply any displacement and will skip processing of the blend shape.
+---
+---
+---### NOTE:
+---The initial weights are declared in the model file.
+---
+---Weights can be any number, but usually they're kept between 0 and 1.
+---
+---This function will throw an error if the blend shape name or index doesn't exist.
+---
+---@overload fun(self: lovr.Model, name: string):number
+---@param index number # The index of a blend shape.
+---@return number weight # The weight of the blend shape.
+function Model:getBlendShapeWeight(index) end
+
+---
---Returns the 6 values of the Model's axis-aligned bounding box.
---
---@return number minx # The minimum x coordinate of the vertices in the Model.
@@ -1402,6 +1444,28 @@ function Model:hasJoints() end
function Model:resetNodeTransforms() end
---
+---Sets the weight of a blend shape.
+---
+---A blend shape contains offset values for the vertices of one of the meshes in a Model.
+---
+---Whenever the Model is drawn, the offsets are multiplied by the weight of the blend shape, allowing for smooth blending between different meshes.
+---
+---A weight of zero won't apply any displacement and will skip processing of the blend shape.
+---
+---
+---### NOTE:
+---The initial weights are declared in the model file.
+---
+---Weights can be any number, but usually they're kept between 0 and 1.
+---
+---This function will throw an error if the blend shape name or index doesn't exist.
+---
+---@overload fun(self: lovr.Model, name: string, weight: number)
+---@param index number # The index of a blend shape.
+---@param weight number # The new weight for the blend shape.
+function Model:setBlendShapeWeight(index, weight) end
+
+---
---Sets or blends the orientation of a node to a new orientation.
---
---This sets the local orientation of the node, relative to its parent.
@@ -1707,6 +1771,7 @@ function Pass:compute(x, y, z) end
---
---@overload fun(self: lovr.Pass, position: lovr.Vec3, scale: lovr.Vec3, orientation: lovr.Quat, segments?: number)
---@overload fun(self: lovr.Pass, transform: lovr.Mat4, segments?: number)
+---@overload fun(self: lovr.Pass, p1: lovr.Vec3, p2: lovr.Vec3, radius?: number, segments?: number)
---@param x? number # The x coordinate of the center of the base of the cone.
---@param y? number # The y coordinate of the center of the base of the cone.
---@param z? number # The z coordinate of the center of the base of the cone.
@@ -2082,18 +2147,37 @@ function Pass:read(buffer, index, count) end
function Pass:rotate(angle, ax, ay, az) end
---
+---Draws a rounded rectangle.
+---
+---@overload fun(self: lovr.Pass, position: lovr.Vec3, size: lovr.Vec3, orientation: lovr.Quat, radius?: number, segments?: number)
+---@overload fun(self: lovr.Pass, transform: lovr.Mat4, radius?: number, segments?: number)
+---@param x? number # The x coordinate of the center of the rectangle.
+---@param y? number # The y coordinate of the center of the rectangle.
+---@param z? number # The z coordinate of the center of the rectangle.
+---@param width? number # The width of the rectangle.
+---@param height? number # The height of the rectangle.
+---@param thickness? number # The thickness of the rectangle.
+---@param angle? number # The rotation of the rectangle around its rotation axis, in radians.
+---@param ax? number # The x component of the axis of rotation.
+---@param ay? number # The y component of the axis of rotation.
+---@param az? number # The z component of the axis of rotation.
+---@param radius? number # The radius of the rectangle corners. If the radius is zero or negative, the rectangle will have sharp corners.
+---@param segments? number # The number of circular segments to use for each corner. This increases the smoothness, but increases the number of vertices in the mesh.
+function Pass:roundrect(x, y, z, width, height, thickness, angle, ax, ay, az, radius, segments) end
+
+---
---Scales the coordinate system.
---
---@overload fun(self: lovr.Pass, scale: lovr.Vec3)
---@param sx number # The x component of the scale.
----@param sy number # The y component of the scale.
----@param sz number # The z component of the scale.
+---@param sy? number # The y component of the scale.
+---@param sz? number # The z component of the scale.
function Pass:scale(sx, sy, sz) end
---
---Sends a value to a variable in the Pass's active `Shader`.
---
----The active shader is changed using using `Pass:setShader`.
+---The active shader is changed using `Pass:setShader`.
---
---
---### NOTE:
diff --git a/meta/3rd/lovr/library/lovr/headset.lua b/meta/3rd/lovr/library/lovr/headset.lua
index 8a7372c2..82c0e6c4 100644
--- a/meta/3rd/lovr/library/lovr/headset.lua
+++ b/meta/3rd/lovr/library/lovr/headset.lua
@@ -33,6 +33,10 @@ function lovr.headset.animate(device, model) end
---
---Returns the current angular velocity of a device.
---
+---
+---### NOTE:
+---If the device isn't tracked, all zeroes will be returned.
+---
---@param device? lovr.Device # The device to get the velocity of.
---@return number x # The x component of the angular velocity.
---@return number y # The y component of the angular velocity.
@@ -61,20 +65,12 @@ function lovr.headset.getAxis(device, axis) end
---
---Returns the depth of the play area, in meters.
---
----
----### NOTE:
----This currently returns 0 on the Quest.
----
---@return number depth # The depth of the play area, in meters.
function lovr.headset.getBoundsDepth() end
---
---Returns the size of the play area, in meters.
---
----
----### NOTE:
----This currently returns 0 on the Quest.
----
---@return number width # The width of the play area, in meters.
---@return number depth # The depth of the play area, in meters.
function lovr.headset.getBoundsDimensions() end
@@ -89,10 +85,6 @@ function lovr.headset.getBoundsGeometry(t) end
---
---Returns the width of the play area, in meters.
---
----
----### NOTE:
----This currently returns 0 on the Quest.
----
---@return number width # The width of the play area, in meters.
function lovr.headset.getBoundsWidth() end
@@ -423,6 +415,10 @@ function lovr.headset.getTime() end
---
---Returns the current linear velocity of a device, in meters per second.
---
+---
+---### NOTE:
+---If the device isn't tracked, all zeroes will be returned.
+---
---@param device? lovr.Device # The device to get the velocity of.
---@return number vx # The x component of the linear velocity.
---@return number vy # The y component of the linear velocity.
@@ -495,6 +491,18 @@ function lovr.headset.isDown(device, button) end
function lovr.headset.isFocused() end
---
+---Returns whether passthrough is active.
+---
+---When passthrough is active, the real world will be rendered behind any content rendered by LÖVR, using the alpha channel to blend between the two.
+---
+---
+---### NOTE:
+---This feature is currently only supported on Oculus Quest devices.
+---
+---@return boolean active # Whether passthrough is active.
+function lovr.headset.isPassthroughEnabled() end
+
+---
---Returns whether a button on a device is currently touched.
---
---@param device lovr.Device # The device.
@@ -550,6 +558,19 @@ function lovr.headset.setClipDistance(near, far) end
function lovr.headset.setDisplayFrequency(frequency) end
---
+---Sets whether passthrough is active.
+---
+---When passthrough is active, the real world will be rendered behind any content rendered by LÖVR, using the alpha channel to blend between the two.
+---
+---
+---### NOTE:
+---This feature is currently only supported on Oculus Quest devices.
+---
+---@param enable boolean # Whether passthrough should be enabled.
+---@return boolean success # Whether the passthrough state was set successfully.
+function lovr.headset.setPassthroughEnabled(enable) end
+
+---
---Starts the headset session.
---
---This must be called after the graphics module is initialized, and can only be called once.
diff --git a/meta/3rd/lovr/library/lovr/math.lua b/meta/3rd/lovr/library/lovr/math.lua
index e3aa426a..163e5954 100644
--- a/meta/3rd/lovr/library/lovr/math.lua
+++ b/meta/3rd/lovr/library/lovr/math.lua
@@ -50,7 +50,7 @@ function lovr.math.linearToGamma(lr, lg, lb) end
---
---This function takes the same arguments as `Mat4:set`.
---
----@overload fun(n: lovr.mat4):lovr.Mat4
+---@overload fun(n: lovr.Mat4):lovr.Mat4
---@overload fun(position?: lovr.Vec3, scale?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
---@overload fun(position?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
---@overload fun(...):lovr.Mat4
@@ -76,7 +76,7 @@ function lovr.math.newCurve(x, y, z, ...) end
---
---This function takes the same arguments as `Mat4:set`.
---
----@overload fun(n: lovr.mat4):lovr.Mat4
+---@overload fun(n: lovr.Mat4):lovr.Mat4
---@overload fun(position?: lovr.Vec3, scale?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
---@overload fun(position?: lovr.Vec3, rotation?: lovr.Quat):lovr.Mat4
---@overload fun(...):lovr.Mat4
@@ -89,17 +89,17 @@ function lovr.math.newMat4() end
---
---This function takes the same arguments as `Quat:set`.
---
----@overload fun(r: lovr.quat):lovr.quat
----@overload fun(v: lovr.vec3):lovr.quat
----@overload fun(v: lovr.vec3, u: lovr.vec3):lovr.quat
----@overload fun(m: lovr.mat4):lovr.quat
----@overload fun():lovr.quat
+---@overload fun(r: lovr.Quat):lovr.Quat
+---@overload fun(v: lovr.Vec3):lovr.Quat
+---@overload fun(v: lovr.Vec3, u: lovr.Vec3):lovr.Quat
+---@overload fun(m: lovr.Mat4):lovr.Quat
+---@overload fun():lovr.Quat
---@param angle? number # An angle to use for the rotation, in radians.
---@param ax? number # The x component of the axis of rotation.
---@param ay? number # The y component of the axis of rotation.
---@param az? number # The z component of the axis of rotation.
---@param raw? boolean # Whether the components should be interpreted as raw `(x, y, z, w)` components.
----@return lovr.quat q # The new quaternion.
+---@return lovr.Quat q # The new quaternion.
function lovr.math.newQuat(angle, ax, ay, az, raw) end
---
@@ -164,17 +164,17 @@ function lovr.math.noise(x) end
---
---This function takes the same arguments as `Quat:set`.
---
----@overload fun(r: lovr.quat):lovr.quat
----@overload fun(v: lovr.vec3):lovr.quat
----@overload fun(v: lovr.vec3, u: lovr.vec3):lovr.quat
----@overload fun(m: lovr.mat4):lovr.quat
----@overload fun():lovr.quat
+---@overload fun(r: lovr.Quat):lovr.Quat
+---@overload fun(v: lovr.Vec3):lovr.Quat
+---@overload fun(v: lovr.Vec3, u: lovr.Vec3):lovr.Quat
+---@overload fun(m: lovr.Mat4):lovr.Quat
+---@overload fun():lovr.Quat
---@param angle? number # An angle to use for the rotation, in radians.
---@param ax? number # The x component of the axis of rotation.
---@param ay? number # The y component of the axis of rotation.
---@param az? number # The z component of the axis of rotation.
---@param raw? boolean # Whether the components should be interpreted as raw `(x, y, z, w)` components.
----@return lovr.quat q # The new quaternion.
+---@return lovr.Quat q # The new quaternion.
function lovr.math.quat(angle, ax, ay, az, raw) end
---
@@ -400,19 +400,19 @@ function Mat4:equals(n) end
---@param down number # The bottom half-angle of the projection, in radians.
---@param near number # The near plane of the projection.
---@param far? number # The far plane. Zero is a special value that will set an infinite far plane with a reversed Z range, which improves depth buffer precision and is the default.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:fov(left, right, up, down, near, far) end
---
---Resets the matrix to the identity, effectively setting its translation to zero, its scale to 1, and clearing any rotation.
---
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:identity() end
---
---Inverts the matrix, causing it to represent the opposite of its old transform.
---
----@return lovr.Mat4 m # The original matrix, with its values inverted.
+---@return lovr.Mat4 self # The inverted matrix.
function Mat4:invert() end
---
@@ -425,7 +425,7 @@ function Mat4:invert() end
---@param from lovr.Vec3 # The position of the viewer.
---@param to lovr.Vec3 # The position of the target.
---@param up? lovr.Vec3 # The up vector of the viewer.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:lookAt(from, to, up) end
---
@@ -442,7 +442,7 @@ function Mat4:lookAt(from, to, up) end
---@overload fun(self: lovr.Mat4, v3: lovr.Vec3):lovr.Vec3
---@overload fun(self: lovr.Mat4, v4: lovr.Vec4):lovr.Vec4
---@param n lovr.Mat4 # The matrix.
----@return lovr.Mat4 m # The original matrix, containing the result.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:mul(n) end
---
@@ -457,7 +457,7 @@ function Mat4:mul(n) end
---@param top number # The top edge of the projection.
---@param near number # The position of the near clipping plane.
---@param far number # The position of the far clipping plane.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:orthographic(left, right, bottom, top, near, far) end
---
@@ -469,15 +469,23 @@ function Mat4:orthographic(left, right, bottom, top, near, far) end
---@param aspect number # The horizontal aspect ratio of the projection (width / height).
---@param near number # The near plane.
---@param far? number # The far plane. Zero is a special value that will set an infinite far plane with a reversed Z range, which improves depth buffer precision and is the default.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:perspective(fov, aspect, near, far) end
---
+---Turns the matrix into a reflection matrix that transforms values as though they were reflected across a plane.
+---
+---@param position lovr.Vec3 # The position of the plane.
+---@param normal lovr.Vec3 # The normal vector of the plane.
+---@return lovr.Mat4 self # The reflected matrix.
+function Mat4:reflect(position, normal) end
+
+---
---Rotates the matrix using a quaternion or an angle/axis rotation.
---
---@overload fun(self: lovr.Mat4, angle: number, ax?: number, ay?: number, az?: number):lovr.Mat4
---@param q lovr.Quat # The rotation to apply to the matrix.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The rotated matrix.
function Mat4:rotate(q) end
---
@@ -485,13 +493,13 @@ function Mat4:rotate(q) end
---
---@overload fun(self: lovr.Mat4, sx: number, sy?: number, sz?: number):lovr.Mat4
---@param scale lovr.Vec3 # The 3D scale to apply.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:scale(scale) end
---
---Sets the components of the matrix from separate position, rotation, and scale arguments or an existing matrix.
---
----@overload fun(self: lovr.Mat4, n: lovr.mat4):lovr.Mat4
+---@overload fun(self: lovr.Mat4, n: lovr.Mat4):lovr.Mat4
---@overload fun(self: lovr.Mat4, x: number, y: number, z: number, sx: number, sy: number, sz: number, angle: number, ax: number, ay: number, az: number):lovr.Mat4
---@overload fun(self: lovr.Mat4, x: number, y: number, z: number, angle: number, ax: number, ay: number, az: number):lovr.Mat4
---@overload fun(self: lovr.Mat4, position: lovr.Vec3, scale: lovr.Vec3, rotation: lovr.Quat):lovr.Mat4
@@ -511,7 +519,7 @@ function Mat4:set() end
---@param from lovr.Vec3 # The position of the viewer.
---@param to lovr.Vec3 # The position of the target.
---@param up? lovr.Vec3 # The up vector of the viewer.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The modified matrix.
function Mat4:target(from, to, up) end
---
@@ -519,13 +527,13 @@ function Mat4:target(from, to, up) end
---
---@overload fun(self: lovr.Mat4, x: number, y: number, z: number):lovr.Mat4
---@param v lovr.Vec3 # The translation vector.
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The translated matrix.
function Mat4:translate(v) end
---
---Transposes the matrix, mirroring its values along the diagonal.
---
----@return lovr.Mat4 m # The original matrix.
+---@return lovr.Mat4 self # The transposed matrix.
function Mat4:transpose() end
---
@@ -547,7 +555,7 @@ local Quat = {}
---
---It negates the (x, y, z) components of the quaternion.
---
----@return lovr.Quat q # The original quaternion.
+---@return lovr.Quat self # The inverted quaternion.
function Quat:conjugate() end
---
@@ -576,9 +584,9 @@ function Quat:length() end
---
---If the value is a vector, then the input vector is rotated by the quaternion and returned.
---
----@overload fun(self: lovr.Quat, v3: lovr.vec3):lovr.vec3
----@param r lovr.quat # A quaternion to combine with the original.
----@return lovr.quat q # The original quaternion.
+---@overload fun(self: lovr.Quat, v3: lovr.Vec3):lovr.Vec3
+---@param r lovr.Quat # A quaternion to combine with the original.
+---@return lovr.Quat self # The modified quaternion.
function Quat:mul(r) end
---
@@ -590,7 +598,7 @@ function Quat:mul(r) end
---
---Try normalizing a quaternion if some of the calculations aren't working quite right!
---
----@return lovr.Quat q # The original quaternion.
+---@return lovr.Quat self # The normalized quaternion.
function Quat:normalize() end
---
@@ -607,17 +615,17 @@ function Quat:normalize() end
--- two vectors.
---- A matrix can be passed in to extract the rotation of the matrix into a quaternion.
---
----@overload fun(self: lovr.Quat, r: lovr.quat):lovr.quat
----@overload fun(self: lovr.Quat, v: lovr.vec3):lovr.quat
----@overload fun(self: lovr.Quat, v: lovr.vec3, u: lovr.vec3):lovr.quat
----@overload fun(self: lovr.Quat, m: lovr.mat4):lovr.quat
----@overload fun(self: lovr.Quat):lovr.quat
+---@overload fun(self: lovr.Quat, r: lovr.Quat):lovr.Quat
+---@overload fun(self: lovr.Quat, v: lovr.Vec3):lovr.Quat
+---@overload fun(self: lovr.Quat, v: lovr.Vec3, u: lovr.Vec3):lovr.Quat
+---@overload fun(self: lovr.Quat, m: lovr.Mat4):lovr.Quat
+---@overload fun(self: lovr.Quat):lovr.Quat
---@param angle? number # The angle to use for the rotation, in radians.
---@param ax? number # The x component of the axis of rotation.
---@param ay? number # The y component of the axis of rotation.
---@param az? number # The z component of the axis of rotation.
---@param raw? boolean # Whether the components should be interpreted as raw `(x, y, z, w)` components.
----@return lovr.quat q # The original quaternion.
+---@return lovr.Quat self # The modified quaternion.
function Quat:set(angle, ax, ay, az, raw) end
---
@@ -631,7 +639,7 @@ function Quat:set(angle, ax, ay, az, raw) end
---
---@param r lovr.Quat # The quaternion to slerp towards.
---@param t number # The lerping parameter.
----@return lovr.Quat q # The original quaternion, containing the new lerped values.
+---@return lovr.Quat self # The modified quaternion, containing the new lerped values.
function Quat:slerp(r, t) end
---
@@ -725,7 +733,7 @@ local Vec2 = {}
---
---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector.
----@return lovr.Vec2 v # The original vector.
+---@return lovr.Vec2 self # The modified vector.
function Vec2:add(u) end
---
@@ -755,7 +763,7 @@ function Vec2:distance(u) end
---
---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector to divide the components by.
----@return lovr.Vec2 v # The original vector.
+---@return lovr.Vec2 self # The modified vector.
function Vec2:div(u) end
---
@@ -806,7 +814,7 @@ function Vec2:length() end
---@overload fun(self: lovr.Vec2, x: number, y: number, t: number):lovr.Vec2
---@param u lovr.Vec2 # The vector to lerp towards.
---@param t number # The lerping parameter.
----@return lovr.Vec2 v # The original vector, containing the new lerped values.
+---@return lovr.Vec2 self # The interpolated vector.
function Vec2:lerp(u, t) end
---
@@ -814,13 +822,13 @@ function Vec2:lerp(u, t) end
---
---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector to multiply the components by.
----@return lovr.Vec2 v # The original vector.
+---@return lovr.Vec2 self # The modified vector.
function Vec2:mul(u) end
---
---Adjusts the values in the vector so that its direction stays the same but its length becomes 1.
---
----@return lovr.Vec2 v # The original vector.
+---@return lovr.Vec2 self # The normalized vector.
function Vec2:normalize() end
---
@@ -837,7 +845,7 @@ function Vec2:set(x, y) end
---
---@overload fun(self: lovr.Vec2, x: number, y?: number):lovr.Vec2
---@param u lovr.Vec2 # The other vector.
----@return lovr.Vec2 v # The original vector.
+---@return lovr.Vec2 self # The modified vector.
function Vec2:sub(u) end
---
@@ -858,7 +866,7 @@ local Vec3 = {}
---
---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector.
----@return lovr.Vec3 v # The original vector.
+---@return lovr.Vec3 self # The modified vector.
function Vec3:add(u) end
---
@@ -886,7 +894,7 @@ function Vec3:angle(u) end
---
---@overload fun(self: lovr.Vec3, x: number, y: number, z: number):lovr.Vec3
---@param u lovr.Vec3 # The vector to compute the cross product with.
----@return lovr.Vec3 v # The original vector, with the cross product as its values.
+---@return lovr.Vec3 self # The modified vector.
function Vec3:cross(u) end
---
@@ -902,7 +910,7 @@ function Vec3:distance(u) end
---
---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector to divide the components by.
----@return lovr.Vec3 v # The original vector.
+---@return lovr.Vec3 self # The modified vector.
function Vec3:div(u) end
---
@@ -953,7 +961,7 @@ function Vec3:length() end
---@overload fun(self: lovr.Vec3, x: number, y: number, z: number, t: number):lovr.Vec3
---@param u lovr.Vec3 # The vector to lerp towards.
---@param t number # The lerping parameter.
----@return lovr.Vec3 v # The original vector, containing the new lerped values.
+---@return lovr.Vec3 self # The interpolated vector.
function Vec3:lerp(u, t) end
---
@@ -961,19 +969,20 @@ function Vec3:lerp(u, t) end
---
---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector to multiply the components by.
----@return lovr.Vec3 v # The original vector.
+---@return lovr.Vec3 self # The modified vector.
function Vec3:mul(u) end
---
---Adjusts the values in the vector so that its direction stays the same but its length becomes 1.
---
----@return lovr.Vec3 v # The original vector.
+---@return lovr.Vec3 self # The normalized vector.
function Vec3:normalize() end
---
---Sets the components of the vector, either from numbers or an existing vector.
---
---@overload fun(self: lovr.Vec3, u: lovr.Vec3):lovr.Vec3
+---@overload fun(self: lovr.Vec3, q: lovr.Quat):lovr.Vec3
---@overload fun(self: lovr.Vec3, m: lovr.Mat4):lovr.Vec3
---@param x? number # The new x value of the vector.
---@param y? number # The new y value of the vector.
@@ -986,7 +995,7 @@ function Vec3:set(x, y, z) end
---
---@overload fun(self: lovr.Vec3, x: number, y?: number, z?: number):lovr.Vec3
---@param u lovr.Vec3 # The other vector.
----@return lovr.Vec3 v # The original vector.
+---@return lovr.Vec3 self # The modified vector.
function Vec3:sub(u) end
---
@@ -1008,7 +1017,7 @@ local Vec4 = {}
---
---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector.
----@return lovr.Vec4 v # The original vector.
+---@return lovr.Vec4 self # The modified vector.
function Vec4:add(u) end
---
@@ -1038,7 +1047,7 @@ function Vec4:distance(u) end
---
---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector to divide the components by.
----@return lovr.Vec4 v # The original vector.
+---@return lovr.Vec4 self # The modified vector.
function Vec4:div(u) end
---
@@ -1089,7 +1098,7 @@ function Vec4:length() end
---@overload fun(self: lovr.Vec4, x: number, y: number, z: number, w: number, t: number):lovr.Vec4
---@param u lovr.Vec4 # The vector to lerp towards.
---@param t number # The lerping parameter.
----@return lovr.Vec4 v # The original vector, containing the new lerped values.
+---@return lovr.Vec4 self # The interpolated vector.
function Vec4:lerp(u, t) end
---
@@ -1097,13 +1106,13 @@ function Vec4:lerp(u, t) end
---
---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector to multiply the components by.
----@return lovr.Vec4 v # The original vector.
+---@return lovr.Vec4 self # The modified vector.
function Vec4:mul(u) end
---
---Adjusts the values in the vector so that its direction stays the same but its length becomes 1.
---
----@return lovr.Vec4 v # The original vector.
+---@return lovr.Vec4 self # The normalized vector.
function Vec4:normalize() end
---
@@ -1122,7 +1131,7 @@ function Vec4:set(x, y, z, w) end
---
---@overload fun(self: lovr.Vec4, x: number, y?: number, z?: number, w?: number):lovr.Vec4
---@param u lovr.Vec4 # The other vector.
----@return lovr.Vec4 v # The original vector.
+---@return lovr.Vec4 self # The modified vector.
function Vec4:sub(u) end
---
@@ -1168,11 +1177,14 @@ function Vec4:unpack() end
---
--- local position = lovr.math.vec3(x, y, z)
---
----As a further shorthand, these vector constructors are placed on the global scope.
+---As a shortcut, vector constructors are placed on the global scope.
---
----If you prefer to keep the global scope clean, this can be configured using the `t.math.globals` flag in `lovr.conf`.
+---The uppercase name of the vector is a function that will create a permanent vector, and the lowercase name will create a temporary vector.
+---
+---This can be disabled using the `t.math.globals` option in `lovr.conf`.
---
--- local position = vec3(x1, y1, z1) + vec3(x2, y2, z2)
+--- local transform = Mat4()
---
---Temporary vectors, with all their speed, come with an important restriction: they can only be used during the frame in which they were created.
---
@@ -1181,7 +1193,7 @@ function Vec4:unpack() end
--- local position = vec3(1, 2, 3)
---
--- function lovr.update(dt)
---- -- Reusing a temporary vector across frames will error:
+--- -- Reusing the temporary 'position' vector across frames will error:
--- position:add(vec3(dt))
--- end
---
@@ -1232,5 +1244,25 @@ function Vec4:unpack() end
---
---Similarly, matrices support raw unpacking as well as decomposition into translation/scale/rotation values.
---
+---### Vector Constants
+---
+---The following vector constants are available.
+---
+---They return new temporary vectors each time they are used:
+---
+---- `vec2.zero` (0, 0)
+---- `vec2.one` (1, 1)
+---- `vec3.zero` (0, 0, 0)
+---- `vec3.one` (1, 1, 1)
+---- `vec3.left` (-1, 0, 0)
+---- `vec3.right` (1, 0, 0)
+---- `vec3.up` (0, 1, 0)
+---- `vec3.down` (0, -1, 0)
+---- `vec3.back` (0, 0, 1)
+---- `vec3.forward` (0, 0, -1)
+---- `vec4.zero` (0, 0, 0, 0)
+---- `vec4.one` (1, 1, 1, 1)
+---- `quat.identity` (0, 0, 0, 1)
+---
---@class lovr.Vectors
local Vectors = {}
diff --git a/meta/3rd/lovr/library/lovr/physics.lua b/meta/3rd/lovr/library/lovr/physics.lua
index 6d635c2b..b699fc81 100644
--- a/meta/3rd/lovr/library/lovr/physics.lua
+++ b/meta/3rd/lovr/library/lovr/physics.lua
@@ -1224,7 +1224,7 @@ function Shape:setPosition(x, y, z) end
---
---Sets whether this Shape is a sensor.
---
----Sensors do not trigger any collision response, but they still report collisions in `World:collide`.
+---When a Shape is a sensor, it will not generate any collision response when it collides with things, but collisions can still be detected with `World:collide` and `World:getContacts`.
---
---@param sensor boolean # Whether the Shape should be a sensor.
function Shape:setSensor(sensor) end
@@ -1343,11 +1343,15 @@ local World = {}
---
---Attempt to collide two shapes.
---
----Internally this uses joints and forces to ensure the colliders attached to the shapes do not pass through each other.
+---Internally this sets up constraint forces to move the shapes' colliders apart if they are touching.
+---
+---The colliders won't actually move until `World:update` is called again to advance the physics simulation.
+---
+---Collision responses can be customized using friction and restitution (bounciness) parameters, and default to using a mix between the parameters of the two colliders.
---
----Collisions can be customized using friction and restitution (bounciness) parameters, and default to using a mix of the colliders' friction and restitution parameters.
+---Usually this is called internally by `World:update`, or in a custom collision resolver passed to `World:update`.
---
----Usually this is called automatically by `World:update`.
+---If you want to detect if objects are touching without colliding them, use `World:getContacts` or make one or both of the shapes sensors using `Shape:setSensor`.
---
---
---### NOTE:
@@ -1369,6 +1373,10 @@ function World:collide(shapeA, shapeB, friction, restitution) end
---
---After calling this function, the `World:overlaps` iterator can be used to iterate over the overlaps, and `World:collide` can be used to resolve a collision for the shapes (if any). Usually this is called automatically by `World:update`.
---
+---
+---### NOTE:
+---This performs the "broad phase" culling of objects in the World, usually using a spatial hash or other acceleration structure like a quad tree or octree.
+---
function World:computeOverlaps() end
---
@@ -1427,6 +1435,24 @@ function World:getAngularDamping() end
function World:getColliders() end
---
+---Computes collision information between two shapes and returns a list of contacts where the shapes intersect.
+---
+---Each contact point consists of a position, a normal vector, and a penetration depth.
+---
+---
+---### NOTE:
+---This only detects collision information, it does not cause the shapes to collide with each other.
+---
+---Use `World:collide` for that.
+---
+---This function ignores collision tags.
+---
+---@param shapeA lovr.Shape # The first shape.
+---@param shapeB lovr.Shape # The second shape.
+---@return table contacts # A list of contacts. Each contact consists of 7 numbers: the contact position, the normal vector, and a depth value indicating how far the shapes intersect each other at the contact point (`{ x, y, z, nx, ny, nz, depth }`).
+function World:getContacts(shapeA, shapeB) end
+
+---
---Returns the gravity of the World.
---
---@return number xg # The x component of the gravity force.
@@ -1478,6 +1504,12 @@ function World:getResponseTime() end
function World:getStepCount() end
---
+---Returns the list of collision tags used when creating the World.
+---
+---@return table tags # A table of collision tags (strings).
+function World:getTags() end
+
+---
---Returns the tightness of joints in the World.
---
---The tightness controls how much force is applied to colliders connected by joints.
diff --git a/meta/3rd/lovr/library/lovr/system.lua b/meta/3rd/lovr/library/lovr/system.lua
index de11766b..c0a5b739 100644
--- a/meta/3rd/lovr/library/lovr/system.lua
+++ b/meta/3rd/lovr/library/lovr/system.lua
@@ -13,6 +13,25 @@ lovr.system = {}
function lovr.system.getCoreCount() end
---
+---Returns the position of the mouse.
+---
+---@return number x # The x position of the mouse, relative to the top-left of the window.
+---@return number y # The y position of the mouse, relative to the top-left of the window.
+function lovr.system.getMousePosition() end
+
+---
+---Returns the x position of the mouse.
+---
+---@return number x # The x position of the mouse, relative to the top-left of the window.
+function lovr.system.getMouseX() end
+
+---
+---Returns the y position of the mouse.
+---
+---@return number y # The y position of the mouse, relative to the top-left of the window.
+function lovr.system.getMouseY() end
+
+---
---Returns the current operating system.
---
---@return string os # Either "Windows", "macOS", "Linux", "Android" or "Web".
@@ -67,6 +86,13 @@ function lovr.system.getWindowWidth() end
function lovr.system.isKeyDown(key) end
---
+---Returns whether a mouse button is currently pressed.
+---
+---@param button number # The index of a button to check. Use 1 for the primary mouse button, 2 for the secondary button, and 3 for the middle button. Other indices can be used, but are hardware-specific.
+---@return boolean down # Whether the mouse button is currently down.
+function lovr.system.isMouseDown(button) end
+
+---
---Returns whether the desktop window is open.
---
---`t.window` can be set to `nil` in `lovr.conf` to disable automatic opening of the window.
diff --git a/meta/3rd/lovr/library/lovr/thread.lua b/meta/3rd/lovr/library/lovr/thread.lua
index f281edcb..5b22c9c3 100644
--- a/meta/3rd/lovr/library/lovr/thread.lua
+++ b/meta/3rd/lovr/library/lovr/thread.lua
@@ -116,9 +116,9 @@ function Channel:pop(wait) end
---
---Pushes a message onto the Channel.
---
----The following types of data can be pushed: nil, boolean, number, string, and userdata.
+---The following types of data can be pushed: nil, boolean, number, string, lightuserdata, vectors, and userdata (LÖVR objects).
---
----Tables should be serialized to strings.
+---Notably, tables are not currently supported and should be serialized to strings.
---
---
---### NOTE: