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diff --git a/meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua b/meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua
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+
+---@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