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Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua | 204 |
2 files changed, 0 insertions, 204 deletions
diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0 new file mode 160000 +Subproject c0b2259e0d367561fd4563ae114b029b4dfe3a8 diff --git a/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua b/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua deleted file mode 100644 index 5c68569d..00000000 --- a/meta/3rd/Cocos4.0/library/cc/Physics3DRigidBody.lua +++ /dev/null @@ -1,204 +0,0 @@ ----@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
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