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diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0
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diff --git a/meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua b/meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua
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----@meta
-
----@class cc.PhysicsWorld
-local PhysicsWorld={ }
-cc.PhysicsWorld=PhysicsWorld
-
-
-
-
----* set the gravity value of this physics world.<br>
----* param gravity A gravity value of this physics world.
----@param gravity vec2_table
----@return self
-function PhysicsWorld:setGravity (gravity) end
----* Get all the bodies that in this physics world.<br>
----* return A Vector<PhysicsBody*>& object contains all bodies in this physics world.
----@return array_table
-function PhysicsWorld:getAllBodies () end
----* set the number of update of the physics world in a second.<br>
----* 0 - disable fixed step system<br>
----* default value is 0
----@param updatesPerSecond int
----@return self
-function PhysicsWorld:setFixedUpdateRate (updatesPerSecond) end
----* set the number of substeps in an update of the physics world.<br>
----* One physics update will be divided into several substeps to increase its accuracy.<br>
----* param steps An integer number, default value is 1.
----@param steps int
----@return self
-function PhysicsWorld:setSubsteps (steps) end
----* To control the step of physics.<br>
----* If you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself.<br>
----* attention If you set auto step to false, setSpeed setSubsteps and setUpdateRate won't work, you need to control the time step by yourself.<br>
----* param autoStep A bool object, default value is true.
----@param autoStep boolean
----@return self
-function PhysicsWorld:setAutoStep (autoStep) end
----* Adds a joint to this physics world.<br>
----* This joint will be added to this physics world at next frame.<br>
----* attention If this joint is already added to another physics world, it will be removed from that world first and then add to this world.<br>
----* param joint A pointer to an existing PhysicsJoint object.
----@param joint cc.PhysicsJoint
----@return self
-function PhysicsWorld:addJoint (joint) end
----* Remove all joints from this physics world.<br>
----* attention This function is invoked in the destructor of this physics world, you do not use this api in common.<br>
----* param destroy true all joints will be destroyed after remove from this world, false otherwise.
----@return self
-function PhysicsWorld:removeAllJoints () end
----* Get the debug draw mask.<br>
----* return An integer number.
----@return int
-function PhysicsWorld:getDebugDrawMask () end
----* set the callback which invoked before update of each object in physics world.
----@param callback function
----@return self
-function PhysicsWorld:setPreUpdateCallback (callback) end
----* Get the auto step of this physics world.<br>
----* return A bool object.
----@return boolean
-function PhysicsWorld:isAutoStep () end
----* set the callback which invoked after update of each object in physics world.
----@param callback function
----@return self
-function PhysicsWorld:setPostUpdateCallback (callback) end
----@overload fun(cc.PhysicsBody0:int):self
----@overload fun(cc.PhysicsBody:cc.PhysicsBody):self
----@param body cc.PhysicsBody
----@return self
-function PhysicsWorld:removeBody (body) end
----* Remove a joint from this physics world.<br>
----* If this world is not locked, the joint is removed immediately, otherwise at next frame. <br>
----* If this joint is connected with a body, it will be removed from the body also.<br>
----* param joint A pointer to an existing PhysicsJoint object.<br>
----* param destroy true this joint will be destroyed after remove from this world, false otherwise.
----@param joint cc.PhysicsJoint
----@param destroy boolean
----@return self
-function PhysicsWorld:removeJoint (joint,destroy) end
----* Get physics shapes that contains the point. <br>
----* All shapes contains the point will be pushed in a Vector<PhysicsShape*> object.<br>
----* attention The point must lie inside a shape.<br>
----* param point A Vec2 object contains the position of the point.<br>
----* return A Vector<PhysicsShape*> object contains all found PhysicsShape pointer.
----@param point vec2_table
----@return array_table
-function PhysicsWorld:getShapes (point) end
----* The step for physics world.<br>
----* The times passing for simulate the physics.<br>
----* attention You need to setAutoStep(false) first before it can work.<br>
----* param delta A float number.
----@param delta float
----@return self
-function PhysicsWorld:step (delta) end
----* Set the debug draw mask of this physics world.<br>
----* This physics world will draw shapes and joints by DrawNode according to mask.<br>
----* param mask Mask has four value:DEBUGDRAW_NONE, DEBUGDRAW_SHAPE, DEBUGDRAW_JOINT, DEBUGDRAW_CONTACT and DEBUGDRAW_ALL, default is DEBUGDRAW_NONE
----@param mask int
----@return self
-function PhysicsWorld:setDebugDrawMask (mask) end
----* Get the gravity value of this physics world.<br>
----* return A Vec2 object.
----@return vec2_table
-function PhysicsWorld:getGravity () end
----* Set the update rate of this physics world<br>
----* Update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.<br>
----* Set it higher can improve performance, set it lower can improve accuracy of physics world simulation.<br>
----* attention if you setAutoStep(false), this won't work.<br>
----* param rate An integer number, default value is 1.0.
----@param rate int
----@return self
-function PhysicsWorld:setUpdateRate (rate) end
----* get the number of substeps
----@return int
-function PhysicsWorld:getFixedUpdateRate () end
----* Get the number of substeps of this physics world.<br>
----* return An integer number.
----@return int
-function PhysicsWorld:getSubsteps () end
----* Get the speed of this physics world.<br>
----* return A float number.
----@return float
-function PhysicsWorld:getSpeed () end
----* Get the update rate of this physics world.<br>
----* return An integer number.
----@return int
-function PhysicsWorld:getUpdateRate () end
----* Remove all bodies from physics world. <br>
----* If this world is not locked, those body are removed immediately, otherwise at next frame.
----@return self
-function PhysicsWorld:removeAllBodies () end
----* Set the speed of this physics world.<br>
----* attention if you setAutoStep(false), this won't work.<br>
----* param speed A float number. Speed is the rate at which the simulation executes. default value is 1.0.
----@param speed float
----@return self
-function PhysicsWorld:setSpeed (speed) end
----* Get the nearest physics shape that contains the point. <br>
----* Query this physics world at point and return the closest shape.<br>
----* param point A Vec2 object contains the position of the point.<br>
----* return A PhysicsShape object pointer or nullptr if no shapes were found
----@param point vec2_table
----@return cc.PhysicsShape
-function PhysicsWorld:getShape (point) end
----* Get a body by tag. <br>
----* param tag An integer number that identifies a PhysicsBody object. <br>
----* return A PhysicsBody object pointer or nullptr if no shapes were found.
----@param tag int
----@return cc.PhysicsBody
-function PhysicsWorld:getBody (tag) end \ No newline at end of file