diff options
Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua | 150 |
2 files changed, 0 insertions, 150 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/PhysicsWorld.lua b/meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua deleted file mode 100644 index c46e5ef7..00000000 --- a/meta/3rd/Cocos4.0/library/cc/PhysicsWorld.lua +++ /dev/null @@ -1,150 +0,0 @@ ----@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 |