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Diffstat (limited to 'meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua b/meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua new file mode 100644 index 00000000..4214788c --- /dev/null +++ b/meta/3rd/Cocos4.0/cc.Physics3DRigidBody.lua @@ -0,0 +1,203 @@ + +---@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
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