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-rw-r--r--meta/3rd/love2d/library/love/physics.lua895
1 files changed, 893 insertions, 2 deletions
diff --git a/meta/3rd/love2d/library/love/physics.lua b/meta/3rd/love2d/library/love/physics.lua
index 9ee6a44f..448d27f7 100644
--- a/meta/3rd/love2d/library/love/physics.lua
+++ b/meta/3rd/love2d/library/love/physics.lua
@@ -3,12 +3,18 @@
---
---Can simulate 2D rigid body physics in a realistic manner. This module is based on Box2D, and this API corresponds to the Box2D API as closely as possible.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.physics
love.physics = {}
---
---Returns the two closest points between two fixtures and their distance.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.getDistance)
+---
---@param fixture1 love.Fixture # The first fixture.
---@param fixture2 love.Fixture # The second fixture.
---@return number distance # The distance of the two points.
@@ -25,6 +31,9 @@ function love.physics.getDistance(fixture1, fixture2) end
---
---It is recommended to create shapes no larger than 10 times the scale. This is important because Box2D is tuned to work well with shape sizes from 0.1 to 10 meters.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.getMeter)
+---
---@return number scale # The scale factor as an integer.
function love.physics.getMeter() end
@@ -41,6 +50,9 @@ function love.physics.getMeter() end
---
---The mass of the body gets calculated when a Fixture is attached or removed, but can be changed at any time with Body:setMass or Body:resetMassData.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newBody)
+---
---@param world love.World # The world to create the body in.
---@param x? number # The x position of the body.
---@param y? number # The y position of the body.
@@ -51,6 +63,9 @@ function love.physics.newBody(world, x, y, type) end
---
---Creates a new ChainShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newChainShape)
+---
---@overload fun(loop: boolean, points: table):love.ChainShape
---@param loop boolean # If the chain should loop back to the first point.
---@param x1 number # The x position of the first point.
@@ -64,6 +79,9 @@ function love.physics.newChainShape(loop, x1, y1, x2, y2, ...) end
---
---Creates a new CircleShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newCircleShape)
+---
---@overload fun(x: number, y: number, radius: number):love.CircleShape
---@param radius number # The radius of the circle.
---@return love.CircleShape shape # The new shape.
@@ -74,6 +92,9 @@ function love.physics.newCircleShape(radius) end
---
---This joint constrains the distance between two points on two bodies to be constant. These two points are specified in world coordinates and the two bodies are assumed to be in place when this joint is created. The first anchor point is connected to the first body and the second to the second body, and the points define the length of the distance joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newDistanceJoint)
+---
---@param body1 love.Body # The first body to attach to the joint.
---@param body2 love.Body # The second body to attach to the joint.
---@param x1 number # The x position of the first anchor point (world space).
@@ -87,6 +108,9 @@ function love.physics.newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConn
---
---Creates a new EdgeShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newEdgeShape)
+---
---@param x1 number # The x position of the first point.
---@param y1 number # The y position of the first point.
---@param x2 number # The x position of the second point.
@@ -99,6 +123,9 @@ function love.physics.newEdgeShape(x1, y1, x2, y2) end
---
---Note that the Shape object is copied rather than kept as a reference when the Fixture is created. To get the Shape object that the Fixture owns, use Fixture:getShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newFixture)
+---
---@param body love.Body # The body which gets the fixture attached.
---@param shape love.Shape # The shape to be copied to the fixture.
---@param density? number # The density of the fixture.
@@ -108,6 +135,9 @@ function love.physics.newFixture(body, shape, density) end
---
---Create a friction joint between two bodies. A FrictionJoint applies friction to a body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newFrictionJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, collideConnected?: boolean):love.FrictionJoint
---@param body1 love.Body # The first body to attach to the joint.
---@param body2 love.Body # The second body to attach to the joint.
@@ -124,6 +154,9 @@ function love.physics.newFrictionJoint(body1, body2, x, y, collideConnected) end
---
---The gear joint has a ratio the determines how the angular or distance values of the connected joints relate to each other. The formula coordinate1 + ratio * coordinate2 always has a constant value that is set when the gear joint is created.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newGearJoint)
+---
---@param joint1 love.Joint # The first joint to connect with a gear joint.
---@param joint2 love.Joint # The second joint to connect with a gear joint.
---@param ratio? number # The gear ratio.
@@ -136,6 +169,9 @@ function love.physics.newGearJoint(joint1, joint2, ratio, collideConnected) end
---
---Position and rotation offsets can be specified once the MotorJoint has been created, as well as the maximum motor force and torque that will be be applied to reach the target offsets.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newMotorJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, correctionFactor?: number, collideConnected?: boolean):love.MotorJoint
---@param body1 love.Body # The first body to attach to the joint.
---@param body2 love.Body # The second body to attach to the joint.
@@ -150,6 +186,9 @@ function love.physics.newMotorJoint(body1, body2, correctionFactor) end
---
---The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newMouseJoint)
+---
---@param body love.Body # The body to attach to the mouse.
---@param x number # The x position of the connecting point.
---@param y number # The y position of the connecting point.
@@ -161,6 +200,9 @@ function love.physics.newMouseJoint(body, x, y) end
---
---This shape can have 8 vertices at most, and must form a convex shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newPolygonShape)
+---
---@overload fun(vertices: table):love.PolygonShape
---@param x1 number # The x position of the first point.
---@param y1 number # The y position of the first point.
@@ -177,6 +219,9 @@ function love.physics.newPolygonShape(x1, y1, x2, y2, x3, y3, ...) end
---
---A prismatic joint constrains two bodies to move relatively to each other on a specified axis. It does not allow for relative rotation. Its definition and operation are similar to a revolute joint, but with translation and force substituted for angle and torque.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newPrismaticJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, ax: number, ay: number, collideConnected?: boolean):love.PrismaticJoint
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, ax: number, ay: number, collideConnected?: boolean, referenceAngle?: number):love.PrismaticJoint
---@param body1 love.Body # The first body to connect with a prismatic joint.
@@ -196,6 +241,9 @@ function love.physics.newPrismaticJoint(body1, body2, x, y, ax, ay, collideConne
---
---Pulley joints can behave unpredictably if one side is fully extended. It is recommended that the method setMaxLengths  be used to constrain the maximum lengths each side can attain.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newPulleyJoint)
+---
---@param body1 love.Body # The first body to connect with a pulley joint.
---@param body2 love.Body # The second body to connect with a pulley joint.
---@param gx1 number # The x coordinate of the first body's ground anchor.
@@ -216,6 +264,9 @@ function love.physics.newPulleyJoint(body1, body2, gx1, gy1, gx2, gy2, x1, y1, x
---
---By default, the local origin is located at the '''center''' of the rectangle as opposed to the top left for graphics.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newRectangleShape)
+---
---@overload fun(x: number, y: number, width: number, height: number, angle?: number):love.PolygonShape
---@param width number # The width of the rectangle.
---@param height number # The height of the rectangle.
@@ -227,6 +278,9 @@ function love.physics.newRectangleShape(width, height) end
---
---This joint connects two bodies to a point around which they can pivot.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newRevoluteJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, collideConnected?: boolean, referenceAngle?: number):love.RevoluteJoint
---@param body1 love.Body # The first body.
---@param body2 love.Body # The second body.
@@ -239,6 +293,9 @@ function love.physics.newRevoluteJoint(body1, body2, x, y, collideConnected) end
---
---Creates a joint between two bodies. Its only function is enforcing a max distance between these bodies.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newRopeJoint)
+---
---@param body1 love.Body # The first body to attach to the joint.
---@param body2 love.Body # The second body to attach to the joint.
---@param x1 number # The x position of the first anchor point.
@@ -253,6 +310,9 @@ function love.physics.newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, coll
---
---Creates a constraint joint between two bodies. A WeldJoint essentially glues two bodies together. The constraint is a bit soft, however, due to Box2D's iterative solver.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newWeldJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, collideConnected?: boolean):love.WeldJoint
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, collideConnected?: boolean, referenceAngle?: number):love.WeldJoint
---@param body1 love.Body # The first body to attach to the joint.
@@ -266,6 +326,9 @@ function love.physics.newWeldJoint(body1, body2, x, y, collideConnected) end
---
---Creates a wheel joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newWheelJoint)
+---
---@overload fun(body1: love.Body, body2: love.Body, x1: number, y1: number, x2: number, y2: number, ax: number, ay: number, collideConnected?: boolean):love.WheelJoint
---@param body1 love.Body # The first body.
---@param body2 love.Body # The second body.
@@ -280,6 +343,9 @@ function love.physics.newWheelJoint(body1, body2, x, y, ax, ay, collideConnected
---
---Creates a new World.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.newWorld)
+---
---@param xg? number # The x component of gravity.
---@param yg? number # The y component of gravity.
---@param sleep? boolean # Whether the bodies in this world are allowed to sleep.
@@ -293,12 +359,18 @@ function love.physics.newWorld(xg, yg, sleep) end
---
---It is recommended to create shapes no larger than 10 times the scale. This is important because Box2D is tuned to work well with shape sizes from 0.1 to 10 meters. The default meter scale is 30.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics.setMeter)
+---
---@param scale number # The scale factor as an integer.
function love.physics.setMeter(scale) end
---
---Bodies are objects with velocity and position.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.Body: love.Object
local Body = {}
@@ -307,6 +379,9 @@ local Body = {}
---
---A body with with a larger mass will react less. The reaction does '''not''' depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use Body:applyForce.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:applyAngularImpulse)
+---
---@param impulse number # The impulse in kilogram-square meter per second.
function Body:applyAngularImpulse(impulse) end
@@ -319,6 +394,9 @@ function Body:applyAngularImpulse(impulse) end
---
---Note that the force components and position must be given in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:applyForce)
+---
---@overload fun(self: love.Body, fx: number, fy: number, x: number, y: number)
---@param fx number # The x component of force to apply to the center of mass.
---@param fy number # The y component of force to apply to the center of mass.
@@ -335,6 +413,9 @@ function Body:applyForce(fx, fy) end
---
---Note that the impulse components and position must be given in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:applyLinearImpulse)
+---
---@overload fun(self: love.Body, ix: number, iy: number, x: number, y: number)
---@param ix number # The x component of the impulse applied to the center of mass.
---@param iy number # The y component of the impulse applied to the center of mass.
@@ -345,6 +426,9 @@ function Body:applyLinearImpulse(ix, iy) end
---
---Torque is like a force that will change the angular velocity (spin) of a body. The effect will depend on the rotational inertia a body has.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:applyTorque)
+---
---@param torque number # The torque to apply.
function Body:applyTorque(torque) end
@@ -353,6 +437,9 @@ function Body:applyTorque(torque) end
---
---An error will occur if you attempt to use the object after calling this function. In 0.7.2, when you don't have time to wait for garbage collection, this function may be used to free the object immediately.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:destroy)
+---
function Body:destroy() end
---
@@ -362,6 +449,9 @@ function Body:destroy() end
---
---A value of 0 radians will mean 'looking to the right'. Although radians increase counter-clockwise, the y axis points down so it becomes ''clockwise'' from our point of view.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getAngle)
+---
---@return number angle # The angle in radians.
function Body:getAngle() end
@@ -374,6 +464,9 @@ function Body:getAngle() end
---
---Damping parameters should be between 0 and infinity, with 0 meaning no damping, and infinity meaning full damping. Normally you will use a damping value between 0 and 0.1.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getAngularDamping)
+---
---@return number damping # The value of the angular damping.
function Body:getAngularDamping() end
@@ -386,24 +479,36 @@ function Body:getAngularDamping() end
---
---If you need the ''rate of change of position over time'', use Body:getLinearVelocity.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getAngularVelocity)
+---
---@return number w # The angular velocity in radians/second.
function Body:getAngularVelocity() end
---
---Gets a list of all Contacts attached to the Body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getContacts)
+---
---@return table contacts # A list with all contacts associated with the Body.
function Body:getContacts() end
---
---Returns a table with all fixtures.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getFixtures)
+---
---@return table fixtures # A sequence with all fixtures.
function Body:getFixtures() end
---
---Returns the gravity scale factor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getGravityScale)
+---
---@return number scale # The gravity scale factor.
function Body:getGravityScale() end
@@ -412,12 +517,18 @@ function Body:getGravityScale() end
---
---The rotational inertia is how hard is it to make the body spin.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getInertia)
+---
---@return number inertia # The rotational inertial of the body.
function Body:getInertia() end
---
---Returns a table containing the Joints attached to this Body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getJoints)
+---
---@return table joints # A sequence with the Joints attached to the Body.
function Body:getJoints() end
@@ -428,6 +539,9 @@ function Body:getJoints() end
---
---Damping is not the same as friction - they can be modelled together.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLinearDamping)
+---
---@return number damping # The value of the linear damping.
function Body:getLinearDamping() end
@@ -446,6 +560,9 @@ function Body:getLinearDamping() end
---
---See page 136 of 'Essential Mathematics for Games and Interactive Applications' for definitions of local and world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLinearVelocity)
+---
---@return number x # The x-component of the velocity vector
---@return number y # The y-component of the velocity vector
function Body:getLinearVelocity() end
@@ -457,6 +574,9 @@ function Body:getLinearVelocity() end
---
---The point on the body must given in local coordinates. Use Body:getLinearVelocityFromWorldPoint to specify this with world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLinearVelocityFromLocalPoint)
+---
---@param x number # The x position to measure velocity.
---@param y number # The y position to measure velocity.
---@return number vx # The x component of velocity at point (x,y).
@@ -470,6 +590,9 @@ function Body:getLinearVelocityFromLocalPoint(x, y) end
---
---The point on the body must given in world coordinates. Use Body:getLinearVelocityFromLocalPoint to specify this with local coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLinearVelocityFromWorldPoint)
+---
---@param x number # The x position to measure velocity.
---@param y number # The y position to measure velocity.
---@return number vx # The x component of velocity at point (x,y).
@@ -481,6 +604,9 @@ function Body:getLinearVelocityFromWorldPoint(x, y) end
---
---Use Body:getWorldCenter to get the center of mass in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLocalCenter)
+---
---@return number x # The x coordinate of the center of mass.
---@return number y # The y coordinate of the center of mass.
function Body:getLocalCenter() end
@@ -488,6 +614,9 @@ function Body:getLocalCenter() end
---
---Transform a point from world coordinates to local coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLocalPoint)
+---
---@param worldX number # The x position in world coordinates.
---@param worldY number # The y position in world coordinates.
---@return number localX # The x position in local coordinates.
@@ -497,6 +626,9 @@ function Body:getLocalPoint(worldX, worldY) end
---
---Transforms multiple points from world coordinates to local coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLocalPoints)
+---
---@param x1 number # (Argument) The x position of the first point.
---@param y1 number # (Argument) The y position of the first point.
---@param x2 number # (Argument) The x position of the second point.
@@ -511,6 +643,9 @@ function Body:getLocalPoints(x1, y1, x2, y2, ...) end
---
---Transform a vector from world coordinates to local coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getLocalVector)
+---
---@param worldX number # The vector x component in world coordinates.
---@param worldY number # The vector y component in world coordinates.
---@return number localX # The vector x component in local coordinates.
@@ -522,12 +657,18 @@ function Body:getLocalVector(worldX, worldY) end
---
---Static bodies always have a mass of 0.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getMass)
+---
---@return number mass # The mass of the body (in kilograms).
function Body:getMass() end
---
---Returns the mass, its center, and the rotational inertia.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getMassData)
+---
---@return number x # The x position of the center of mass.
---@return number y # The y position of the center of mass.
---@return number mass # The mass of the body.
@@ -539,6 +680,9 @@ function Body:getMassData() end
---
---Note that this may not be the center of mass of the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getPosition)
+---
---@return number x # The x position.
---@return number y # The y position.
function Body:getPosition() end
@@ -548,6 +692,9 @@ function Body:getPosition() end
---
---Note that the position may not be the center of mass of the body. An angle of 0 radians will mean 'looking to the right'. Although radians increase counter-clockwise, the y axis points down so it becomes clockwise from our point of view.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getTransform)
+---
---@return number x # The x component of the position.
---@return number y # The y component of the position.
---@return number angle # The angle in radians.
@@ -556,18 +703,27 @@ function Body:getTransform() end
---
---Returns the type of the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getType)
+---
---@return love.BodyType type # The body type.
function Body:getType() end
---
---Returns the Lua value associated with this Body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getUserData)
+---
---@return any value # The Lua value associated with the Body.
function Body:getUserData() end
---
---Gets the World the body lives in.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getWorld)
+---
---@return love.World world # The world the body lives in.
function Body:getWorld() end
@@ -576,6 +732,9 @@ function Body:getWorld() end
---
---Use Body:getLocalCenter to get the center of mass in local coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getWorldCenter)
+---
---@return number x # The x coordinate of the center of mass.
---@return number y # The y coordinate of the center of mass.
function Body:getWorldCenter() end
@@ -583,6 +742,9 @@ function Body:getWorldCenter() end
---
---Transform a point from local coordinates to world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getWorldPoint)
+---
---@param localX number # The x position in local coordinates.
---@param localY number # The y position in local coordinates.
---@return number worldX # The x position in world coordinates.
@@ -592,6 +754,9 @@ function Body:getWorldPoint(localX, localY) end
---
---Transforms multiple points from local coordinates to world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getWorldPoints)
+---
---@param x1 number # The x position of the first point.
---@param y1 number # The y position of the first point.
---@param x2 number # The x position of the second point.
@@ -605,6 +770,9 @@ function Body:getWorldPoints(x1, y1, x2, y2) end
---
---Transform a vector from local coordinates to world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getWorldVector)
+---
---@param localX number # The vector x component in local coordinates.
---@param localY number # The vector y component in local coordinates.
---@return number worldX # The vector x component in world coordinates.
@@ -614,24 +782,36 @@ function Body:getWorldVector(localX, localY) end
---
---Get the x position of the body in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getX)
+---
---@return number x # The x position in world coordinates.
function Body:getX() end
---
---Get the y position of the body in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:getY)
+---
---@return number y # The y position in world coordinates.
function Body:getY() end
---
---Returns whether the body is actively used in the simulation.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isActive)
+---
---@return boolean status # True if the body is active or false if not.
function Body:isActive() end
---
---Returns the sleep status of the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isAwake)
+---
---@return boolean status # True if the body is awake or false if not.
function Body:isAwake() end
@@ -648,30 +828,45 @@ function Body:isAwake() end
---
---Note that static bodies (with zero mass) always use CCD, so your walls will not let a fast moving body pass through even if it is not a bullet.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isBullet)
+---
---@return boolean status # The bullet status of the body.
function Body:isBullet() end
---
---Gets whether the Body is destroyed. Destroyed bodies cannot be used.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isDestroyed)
+---
---@return boolean destroyed # Whether the Body is destroyed.
function Body:isDestroyed() end
---
---Returns whether the body rotation is locked.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isFixedRotation)
+---
---@return boolean fixed # True if the body's rotation is locked or false if not.
function Body:isFixedRotation() end
---
---Returns the sleeping behaviour of the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isSleepingAllowed)
+---
---@return boolean allowed # True if the body is allowed to sleep or false if not.
function Body:isSleepingAllowed() end
---
---Gets whether the Body is touching the given other Body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:isTouching)
+---
---@param otherbody love.Body # The other body to check.
---@return boolean touching # True if this body is touching the other body, false otherwise.
function Body:isTouching(otherbody) end
@@ -679,6 +874,9 @@ function Body:isTouching(otherbody) end
---
---Resets the mass of the body by recalculating it from the mass properties of the fixtures.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:resetMassData)
+---
function Body:resetMassData() end
---
@@ -686,6 +884,9 @@ function Body:resetMassData() end
---
---An inactive body does not take part in the simulation. It will not move or cause any collisions.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setActive)
+---
---@param active boolean # If the body is active or not.
function Body:setActive(active) end
@@ -698,6 +899,9 @@ function Body:setActive(active) end
---
---It is possible to cause a collision with another body by changing its angle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setAngle)
+---
---@param angle number # The angle in radians.
function Body:setAngle(angle) end
@@ -708,6 +912,9 @@ function Body:setAngle(angle) end
---
---Angular damping can take any value from 0 to infinity. It is recommended to stay between 0 and 0.1, though. Other values will look unrealistic.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setAngularDamping)
+---
---@param damping number # The new angular damping.
function Body:setAngularDamping(damping) end
@@ -718,12 +925,18 @@ function Body:setAngularDamping(damping) end
---
---This function will not accumulate anything; any impulses previously applied since the last call to World:update will be lost.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setAngularVelocity)
+---
---@param w number # The new angular velocity, in radians per second
function Body:setAngularVelocity(w) end
---
---Wakes the body up or puts it to sleep.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setAwake)
+---
---@param awake boolean # The body sleep status.
function Body:setAwake(awake) end
@@ -740,6 +953,9 @@ function Body:setAwake(awake) end
---
---Note that static bodies (with zero mass) always use CCD, so your walls will not let a fast moving body pass through even if it is not a bullet.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setBullet)
+---
---@param status boolean # The bullet status of the body.
function Body:setBullet(status) end
@@ -748,18 +964,27 @@ function Body:setBullet(status) end
---
---Bodies with fixed rotation don't vary the speed at which they rotate. Calling this function causes the mass to be reset.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setFixedRotation)
+---
---@param isFixed boolean # Whether the body should have fixed rotation.
function Body:setFixedRotation(isFixed) end
---
---Sets a new gravity scale factor for the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setGravityScale)
+---
---@param scale number # The new gravity scale factor.
function Body:setGravityScale(scale) end
---
---Set the inertia of a body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setInertia)
+---
---@param inertia number # The new moment of inertia, in kilograms * pixel squared.
function Body:setInertia(inertia) end
@@ -770,6 +995,9 @@ function Body:setInertia(inertia) end
---
---Linear damping can take any value from 0 to infinity. It is recommended to stay between 0 and 0.1, though. Other values will make the objects look 'floaty'(if gravity is enabled).
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setLinearDamping)
+---
---@param ld number # The new linear damping
function Body:setLinearDamping(ld) end
@@ -778,6 +1006,9 @@ function Body:setLinearDamping(ld) end
---
---This function will not accumulate anything; any impulses previously applied since the last call to World:update will be lost.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setLinearVelocity)
+---
---@param x number # The x-component of the velocity vector.
---@param y number # The y-component of the velocity vector.
function Body:setLinearVelocity(x, y) end
@@ -785,12 +1016,18 @@ function Body:setLinearVelocity(x, y) end
---
---Sets a new body mass.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setMass)
+---
---@param mass number # The mass, in kilograms.
function Body:setMass(mass) end
---
---Overrides the calculated mass data.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setMassData)
+---
---@param x number # The x position of the center of mass.
---@param y number # The y position of the center of mass.
---@param mass number # The mass of the body.
@@ -804,6 +1041,9 @@ function Body:setMassData(x, y, mass, inertia) end
---
---This function cannot wake up the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setPosition)
+---
---@param x number # The x position.
---@param y number # The y position.
function Body:setPosition(x, y) end
@@ -811,6 +1051,9 @@ function Body:setPosition(x, y) end
---
---Sets the sleeping behaviour of the body. Should sleeping be allowed, a body at rest will automatically sleep. A sleeping body is not simulated unless it collided with an awake body. Be wary that one can end up with a situation like a floating sleeping body if the floor was removed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setSleepingAllowed)
+---
---@param allowed boolean # True if the body is allowed to sleep or false if not.
function Body:setSleepingAllowed(allowed) end
@@ -821,6 +1064,9 @@ function Body:setSleepingAllowed(allowed) end
---
---This function cannot wake up the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setTransform)
+---
---@param x number # The x component of the position.
---@param y number # The y component of the position.
---@param angle number # The angle in radians.
@@ -829,6 +1075,9 @@ function Body:setTransform(x, y, angle) end
---
---Sets a new body type.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setType)
+---
---@param type love.BodyType # The new type.
function Body:setType(type) end
@@ -837,6 +1086,9 @@ function Body:setType(type) end
---
---To delete the reference, explicitly pass nil.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setUserData)
+---
---@param value any # The Lua value to associate with the Body.
function Body:setUserData(value) end
@@ -845,6 +1097,9 @@ function Body:setUserData(value) end
---
---This function cannot wake up the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setX)
+---
---@param x number # The x position.
function Body:setX(x) end
@@ -853,6 +1108,9 @@ function Body:setX(x) end
---
---This function cannot wake up the body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Body:setY)
+---
---@param y number # The y position.
function Body:setY(y) end
@@ -861,12 +1119,18 @@ function Body:setY(y) end
---
---Unlike the PolygonShape, the ChainShape does not have a vertices limit or has to form a convex shape, but self intersections are not supported.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.ChainShape: love.Shape, love.Object
local ChainShape = {}
---
---Returns a child of the shape as an EdgeShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getChildEdge)
+---
---@param index number # The index of the child.
---@return love.EdgeShape shape # The child as an EdgeShape.
function ChainShape:getChildEdge(index) end
@@ -876,6 +1140,9 @@ function ChainShape:getChildEdge(index) end
---
---Setting next and previous ChainShape vertices can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getNextVertex)
+---
---@return number x # The x-component of the vertex, or nil if ChainShape:setNextVertex hasn't been called.
---@return number y # The y-component of the vertex, or nil if ChainShape:setNextVertex hasn't been called.
function ChainShape:getNextVertex() end
@@ -883,6 +1150,9 @@ function ChainShape:getNextVertex() end
---
---Returns a point of the shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getPoint)
+---
---@param index number # The index of the point to return.
---@return number x # The x-coordinate of the point.
---@return number y # The y-coordinate of the point.
@@ -891,6 +1161,9 @@ function ChainShape:getPoint(index) end
---
---Returns all points of the shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getPoints)
+---
---@return number x1 # The x-coordinate of the first point.
---@return number y1 # The y-coordinate of the first point.
---@return number x2 # The x-coordinate of the second point.
@@ -902,6 +1175,9 @@ function ChainShape:getPoints() end
---
---Setting next and previous ChainShape vertices can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getPreviousVertex)
+---
---@return number x # The x-component of the vertex, or nil if ChainShape:setPreviousVertex hasn't been called.
---@return number y # The y-component of the vertex, or nil if ChainShape:setPreviousVertex hasn't been called.
function ChainShape:getPreviousVertex() end
@@ -909,6 +1185,9 @@ function ChainShape:getPreviousVertex() end
---
---Returns the number of vertices the shape has.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:getVertexCount)
+---
---@return number count # The number of vertices.
function ChainShape:getVertexCount() end
@@ -917,6 +1196,9 @@ function ChainShape:getVertexCount() end
---
---This can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:setNextVertex)
+---
---@param x number # The x-component of the vertex.
---@param y number # The y-component of the vertex.
function ChainShape:setNextVertex(x, y) end
@@ -926,6 +1208,9 @@ function ChainShape:setNextVertex(x, y) end
---
---This can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ChainShape:setPreviousVertex)
+---
---@param x number # The x-component of the vertex.
---@param y number # The y-component of the vertex.
function ChainShape:setPreviousVertex(x, y) end
@@ -933,12 +1218,18 @@ function ChainShape:setPreviousVertex(x, y) end
---
---Circle extends Shape and adds a radius and a local position.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.CircleShape: love.Shape, love.Object
local CircleShape = {}
---
---Gets the center point of the circle shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/CircleShape:getPoint)
+---
---@return number x # The x-component of the center point of the circle.
---@return number y # The y-component of the center point of the circle.
function CircleShape:getPoint() end
@@ -946,12 +1237,18 @@ function CircleShape:getPoint() end
---
---Gets the radius of the circle shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/CircleShape:getRadius)
+---
---@return number radius # The radius of the circle
function CircleShape:getRadius() end
---
---Sets the location of the center of the circle shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/CircleShape:setPoint)
+---
---@param x number # The x-component of the new center point of the circle.
---@param y number # The y-component of the new center point of the circle.
function CircleShape:setPoint(x, y) end
@@ -959,12 +1256,18 @@ function CircleShape:setPoint(x, y) end
---
---Sets the radius of the circle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/CircleShape:setRadius)
+---
---@param radius number # The radius of the circle
function CircleShape:setRadius(radius) end
---
---Contacts are objects created to manage collisions in worlds.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.Contact: love.Object
local Contact = {}
@@ -972,6 +1275,9 @@ local Contact = {}
---Gets the child indices of the shapes of the two colliding fixtures. For ChainShapes, an index of 1 is the first edge in the chain.
---Used together with Fixture:rayCast or ChainShape:getChildEdge.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getChildren)
+---
---@return number indexA # The child index of the first fixture's shape.
---@return number indexB # The child index of the second fixture's shape.
function Contact:getChildren() end
@@ -979,6 +1285,9 @@ function Contact:getChildren() end
---
---Gets the two Fixtures that hold the shapes that are in contact.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getFixtures)
+---
---@return love.Fixture fixtureA # The first Fixture.
---@return love.Fixture fixtureB # The second Fixture.
function Contact:getFixtures() end
@@ -986,6 +1295,9 @@ function Contact:getFixtures() end
---
---Get the friction between two shapes that are in contact.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getFriction)
+---
---@return number friction # The friction of the contact.
function Contact:getFriction() end
@@ -994,6 +1306,9 @@ function Contact:getFriction() end
---
---This function returns the coordinates of a unit vector that points from the first shape to the second.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getNormal)
+---
---@return number nx # The x component of the normal vector.
---@return number ny # The y component of the normal vector.
function Contact:getNormal() end
@@ -1001,6 +1316,9 @@ function Contact:getNormal() end
---
---Returns the contact points of the two colliding fixtures. There can be one or two points.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getPositions)
+---
---@return number x1 # The x coordinate of the first contact point.
---@return number y1 # The y coordinate of the first contact point.
---@return number x2 # The x coordinate of the second contact point.
@@ -1010,94 +1328,142 @@ function Contact:getPositions() end
---
---Get the restitution between two shapes that are in contact.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:getRestitution)
+---
---@return number restitution # The restitution between the two shapes.
function Contact:getRestitution() end
---
---Returns whether the contact is enabled. The collision will be ignored if a contact gets disabled in the preSolve callback.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:isEnabled)
+---
---@return boolean enabled # True if enabled, false otherwise.
function Contact:isEnabled() end
---
---Returns whether the two colliding fixtures are touching each other.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:isTouching)
+---
---@return boolean touching # True if they touch or false if not.
function Contact:isTouching() end
---
---Resets the contact friction to the mixture value of both fixtures.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:resetFriction)
+---
function Contact:resetFriction() end
---
---Resets the contact restitution to the mixture value of both fixtures.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:resetRestitution)
+---
function Contact:resetRestitution() end
---
---Enables or disables the contact.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:setEnabled)
+---
---@param enabled boolean # True to enable or false to disable.
function Contact:setEnabled(enabled) end
---
---Sets the contact friction.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:setFriction)
+---
---@param friction number # The contact friction.
function Contact:setFriction(friction) end
---
---Sets the contact restitution.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Contact:setRestitution)
+---
---@param restitution number # The contact restitution.
function Contact:setRestitution(restitution) end
---
---Keeps two bodies at the same distance.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.DistanceJoint: love.Joint, love.Object
local DistanceJoint = {}
---
---Gets the damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:getDampingRatio)
+---
---@return number ratio # The damping ratio.
function DistanceJoint:getDampingRatio() end
---
---Gets the response speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:getFrequency)
+---
---@return number Hz # The response speed.
function DistanceJoint:getFrequency() end
---
---Gets the equilibrium distance between the two Bodies.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:getLength)
+---
---@return number l # The length between the two Bodies.
function DistanceJoint:getLength() end
---
---Sets the damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:setDampingRatio)
+---
---@param ratio number # The damping ratio.
function DistanceJoint:setDampingRatio(ratio) end
---
---Sets the response speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:setFrequency)
+---
---@param Hz number # The response speed.
function DistanceJoint:setFrequency(Hz) end
---
---Sets the equilibrium distance between the two Bodies.
---
+---
+---[Open in Browser](https://love2d.org/wiki/DistanceJoint:setLength)
+---
---@param l number # The length between the two Bodies.
function DistanceJoint:setLength(l) end
---
---A EdgeShape is a line segment. They can be used to create the boundaries of your terrain. The shape does not have volume and can only collide with PolygonShape and CircleShape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.EdgeShape: love.Shape, love.Object
local EdgeShape = {}
@@ -1106,6 +1472,9 @@ local EdgeShape = {}
---
---Setting next and previous EdgeShape vertices can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/EdgeShape:getNextVertex)
+---
---@return number x # The x-component of the vertex, or nil if EdgeShape:setNextVertex hasn't been called.
---@return number y # The y-component of the vertex, or nil if EdgeShape:setNextVertex hasn't been called.
function EdgeShape:getNextVertex() end
@@ -1113,6 +1482,9 @@ function EdgeShape:getNextVertex() end
---
---Returns the local coordinates of the edge points.
---
+---
+---[Open in Browser](https://love2d.org/wiki/EdgeShape:getPoints)
+---
---@return number x1 # The x-component of the first vertex.
---@return number y1 # The y-component of the first vertex.
---@return number x2 # The x-component of the second vertex.
@@ -1124,6 +1496,9 @@ function EdgeShape:getPoints() end
---
---Setting next and previous EdgeShape vertices can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/EdgeShape:getPreviousVertex)
+---
---@return number x # The x-component of the vertex, or nil if EdgeShape:setPreviousVertex hasn't been called.
---@return number y # The y-component of the vertex, or nil if EdgeShape:setPreviousVertex hasn't been called.
function EdgeShape:getPreviousVertex() end
@@ -1133,6 +1508,9 @@ function EdgeShape:getPreviousVertex() end
---
---This can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/EdgeShape:setNextVertex)
+---
---@param x number # The x-component of the vertex.
---@param y number # The y-component of the vertex.
function EdgeShape:setNextVertex(x, y) end
@@ -1142,6 +1520,9 @@ function EdgeShape:setNextVertex(x, y) end
---
---This can help prevent unwanted collisions when a flat shape slides along the edge and moves over to the new shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/EdgeShape:setPreviousVertex)
+---
---@param x number # The x-component of the vertex.
---@param y number # The y-component of the vertex.
function EdgeShape:setPreviousVertex(x, y) end
@@ -1149,23 +1530,35 @@ function EdgeShape:setPreviousVertex(x, y) end
---
---Fixtures attach shapes to bodies.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.Fixture: love.Object
local Fixture = {}
---
---Destroys the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:destroy)
+---
function Fixture:destroy() end
---
---Returns the body to which the fixture is attached.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getBody)
+---
---@return love.Body body # The parent body.
function Fixture:getBody() end
---
---Returns the points of the fixture bounding box. In case the fixture has multiple children a 1-based index can be specified. For example, a fixture will have multiple children with a chain shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getBoundingBox)
+---
---@param index? number # A bounding box of the fixture.
---@return number topLeftX # The x position of the top-left point.
---@return number topLeftY # The y position of the top-left point.
@@ -1176,6 +1569,9 @@ function Fixture:getBoundingBox(index) end
---
---Returns the categories the fixture belongs to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getCategory)
+---
---@return number category1 # The first category.
---@return number category2 # The second category.
function Fixture:getCategory() end
@@ -1183,6 +1579,9 @@ function Fixture:getCategory() end
---
---Returns the density of the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getDensity)
+---
---@return number density # The fixture density in kilograms per square meter.
function Fixture:getDensity() end
@@ -1191,6 +1590,9 @@ function Fixture:getDensity() end
---
---Categories and masks are encoded as the bits of a 16-bit integer.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getFilterData)
+---
---@return number categories # The categories as an integer from 0 to 65535.
---@return number mask # The mask as an integer from 0 to 65535.
---@return number group # The group as an integer from -32768 to 32767.
@@ -1199,6 +1601,9 @@ function Fixture:getFilterData() end
---
---Returns the friction of the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getFriction)
+---
---@return number friction # The fixture friction.
function Fixture:getFriction() end
@@ -1207,12 +1612,18 @@ function Fixture:getFriction() end
---
---The groups range from -32768 to 32767.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getGroupIndex)
+---
---@return number group # The group of the fixture.
function Fixture:getGroupIndex() end
---
---Returns which categories this fixture should '''NOT''' collide with.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getMask)
+---
---@return number mask1 # The first category selected by the mask.
---@return number mask2 # The second category selected by the mask.
function Fixture:getMask() end
@@ -1220,6 +1631,9 @@ function Fixture:getMask() end
---
---Returns the mass, its center and the rotational inertia.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getMassData)
+---
---@return number x # The x position of the center of mass.
---@return number y # The y position of the center of mass.
---@return number mass # The mass of the fixture.
@@ -1229,30 +1643,45 @@ function Fixture:getMassData() end
---
---Returns the restitution of the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getRestitution)
+---
---@return number restitution # The fixture restitution.
function Fixture:getRestitution() end
---
---Returns the shape of the fixture. This shape is a reference to the actual data used in the simulation. It's possible to change its values between timesteps.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getShape)
+---
---@return love.Shape shape # The fixture's shape.
function Fixture:getShape() end
---
---Returns the Lua value associated with this fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:getUserData)
+---
---@return any value # The Lua value associated with the fixture.
function Fixture:getUserData() end
---
---Gets whether the Fixture is destroyed. Destroyed fixtures cannot be used.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:isDestroyed)
+---
---@return boolean destroyed # Whether the Fixture is destroyed.
function Fixture:isDestroyed() end
---
---Returns whether the fixture is a sensor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:isSensor)
+---
---@return boolean sensor # If the fixture is a sensor.
function Fixture:isSensor() end
@@ -1267,6 +1696,9 @@ function Fixture:isSensor() end
---
---hitx, hity = x1 + (x2 - x1) * fraction, y1 + (y2 - y1) * fraction
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:rayCast)
+---
---@param x1 number # The x position of the input line starting point.
---@param y1 number # The y position of the input line starting point.
---@param x2 number # The x position of the input line end point.
@@ -1283,6 +1715,9 @@ function Fixture:rayCast(x1, y1, x2, y2, maxFraction, childIndex) end
---
---All fixture's default category is 1.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setCategory)
+---
---@param category1 number # The first category.
---@param category2 number # The second category.
function Fixture:setCategory(category1, category2) end
@@ -1290,6 +1725,9 @@ function Fixture:setCategory(category1, category2) end
---
---Sets the density of the fixture. Call Body:resetMassData if this needs to take effect immediately.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setDensity)
+---
---@param density number # The fixture density in kilograms per square meter.
function Fixture:setDensity(density) end
@@ -1306,6 +1744,9 @@ function Fixture:setDensity(density) end
---
---This function allows setting all filter data for a fixture at once. To set only the categories, the mask or the group, you can use Fixture:setCategory, Fixture:setMask or Fixture:setGroupIndex respectively.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setFilterData)
+---
---@param categories number # The categories as an integer from 0 to 65535.
---@param mask number # The mask as an integer from 0 to 65535.
---@param group number # The group as an integer from -32768 to 32767.
@@ -1316,6 +1757,9 @@ function Fixture:setFilterData(categories, mask, group) end
---
---Friction determines how shapes react when they 'slide' along other shapes. Low friction indicates a slippery surface, like ice, while high friction indicates a rough surface, like concrete. Range: 0.0 - 1.0.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setFriction)
+---
---@param friction number # The fixture friction.
function Fixture:setFriction(friction) end
@@ -1324,6 +1768,9 @@ function Fixture:setFriction(friction) end
---
---The groups range from -32768 to 32767.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setGroupIndex)
+---
---@param group number # The group as an integer from -32768 to 32767.
function Fixture:setGroupIndex(group) end
@@ -1332,6 +1779,9 @@ function Fixture:setGroupIndex(group) end
---
---This fixture will '''NOT''' collide with the fixtures that are in the selected categories if the other fixture also has a category of this fixture selected.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setMask)
+---
---@param mask1 number # The first category.
---@param mask2 number # The second category.
function Fixture:setMask(mask1, mask2) end
@@ -1339,6 +1789,9 @@ function Fixture:setMask(mask1, mask2) end
---
---Sets the restitution of the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setRestitution)
+---
---@param restitution number # The fixture restitution.
function Fixture:setRestitution(restitution) end
@@ -1347,6 +1800,9 @@ function Fixture:setRestitution(restitution) end
---
---Sensors do not cause collision responses, but the begin-contact and end-contact World callbacks will still be called for this fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setSensor)
+---
---@param sensor boolean # The sensor status.
function Fixture:setSensor(sensor) end
@@ -1355,12 +1811,18 @@ function Fixture:setSensor(sensor) end
---
---To delete the reference, explicitly pass nil.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:setUserData)
+---
---@param value any # The Lua value to associate with the fixture.
function Fixture:setUserData(value) end
---
---Checks if a point is inside the shape of the fixture.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Fixture:testPoint)
+---
---@param x number # The x position of the point.
---@param y number # The y position of the point.
---@return boolean isInside # True if the point is inside or false if it is outside.
@@ -1369,42 +1831,63 @@ function Fixture:testPoint(x, y) end
---
---A FrictionJoint applies friction to a body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.FrictionJoint: love.Joint, love.Object
local FrictionJoint = {}
---
---Gets the maximum friction force in Newtons.
---
+---
+---[Open in Browser](https://love2d.org/wiki/FrictionJoint:getMaxForce)
+---
---@return number force # Maximum force in Newtons.
function FrictionJoint:getMaxForce() end
---
---Gets the maximum friction torque in Newton-meters.
---
+---
+---[Open in Browser](https://love2d.org/wiki/FrictionJoint:getMaxTorque)
+---
---@return number torque # Maximum torque in Newton-meters.
function FrictionJoint:getMaxTorque() end
---
---Sets the maximum friction force in Newtons.
---
+---
+---[Open in Browser](https://love2d.org/wiki/FrictionJoint:setMaxForce)
+---
---@param maxForce number # Max force in Newtons.
function FrictionJoint:setMaxForce(maxForce) end
---
---Sets the maximum friction torque in Newton-meters.
---
+---
+---[Open in Browser](https://love2d.org/wiki/FrictionJoint:setMaxTorque)
+---
---@param torque number # Maximum torque in Newton-meters.
function FrictionJoint:setMaxTorque(torque) end
---
---Keeps bodies together in such a way that they act like gears.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.GearJoint: love.Joint, love.Object
local GearJoint = {}
---
---Get the Joints connected by this GearJoint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/GearJoint:getJoints)
+---
---@return love.Joint joint1 # The first connected Joint.
---@return love.Joint joint2 # The second connected Joint.
function GearJoint:getJoints() end
@@ -1412,18 +1895,27 @@ function GearJoint:getJoints() end
---
---Get the ratio of a gear joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/GearJoint:getRatio)
+---
---@return number ratio # The ratio of the joint.
function GearJoint:getRatio() end
---
---Set the ratio of a gear joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/GearJoint:setRatio)
+---
---@param ratio number # The new ratio of the joint.
function GearJoint:setRatio(ratio) end
---
---Attach multiple bodies together to interact in unique ways.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.Joint: love.Object
local Joint = {}
@@ -1434,11 +1926,17 @@ local Joint = {}
---
---may be used to free the object immediately.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:destroy)
+---
function Joint:destroy() end
---
---Get the anchor points of the joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getAnchors)
+---
---@return number x1 # The x-component of the anchor on Body 1.
---@return number y1 # The y-component of the anchor on Body 1.
---@return number x2 # The x-component of the anchor on Body 2.
@@ -1448,6 +1946,9 @@ function Joint:getAnchors() end
---
---Gets the bodies that the Joint is attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getBodies)
+---
---@return love.Body bodyA # The first Body.
---@return love.Body bodyB # The second Body.
function Joint:getBodies() end
@@ -1455,12 +1956,18 @@ function Joint:getBodies() end
---
---Gets whether the connected Bodies collide.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getCollideConnected)
+---
---@return boolean c # True if they collide, false otherwise.
function Joint:getCollideConnected() end
---
---Returns the reaction force in newtons on the second body
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getReactionForce)
+---
---@param x number # How long the force applies. Usually the inverse time step or 1/dt.
---@return number x # The x-component of the force.
---@return number y # The y-component of the force.
@@ -1469,6 +1976,9 @@ function Joint:getReactionForce(x) end
---
---Returns the reaction torque on the second body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getReactionTorque)
+---
---@param invdt number # How long the force applies. Usually the inverse time step or 1/dt.
---@return number torque # The reaction torque on the second body.
function Joint:getReactionTorque(invdt) end
@@ -1476,18 +1986,27 @@ function Joint:getReactionTorque(invdt) end
---
---Gets a string representing the type.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getType)
+---
---@return love.JointType type # A string with the name of the Joint type.
function Joint:getType() end
---
---Returns the Lua value associated with this Joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:getUserData)
+---
---@return any value # The Lua value associated with the Joint.
function Joint:getUserData() end
---
---Gets whether the Joint is destroyed. Destroyed joints cannot be used.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:isDestroyed)
+---
---@return boolean destroyed # Whether the Joint is destroyed.
function Joint:isDestroyed() end
@@ -1496,24 +2015,36 @@ function Joint:isDestroyed() end
---
---To delete the reference, explicitly pass nil.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Joint:setUserData)
+---
---@param value any # The Lua value to associate with the Joint.
function Joint:setUserData(value) end
---
---Controls the relative motion between two Bodies. Position and rotation offsets can be specified, as well as the maximum motor force and torque that will be applied to reach the target offsets.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.MotorJoint: love.Joint, love.Object
local MotorJoint = {}
---
---Gets the target angular offset between the two Bodies the Joint is attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MotorJoint:getAngularOffset)
+---
---@return number angleoffset # The target angular offset in radians: the second body's angle minus the first body's angle.
function MotorJoint:getAngularOffset() end
---
---Gets the target linear offset between the two Bodies the Joint is attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MotorJoint:getLinearOffset)
+---
---@return number x # The x component of the target linear offset, relative to the first Body.
---@return number y # The y component of the target linear offset, relative to the first Body.
function MotorJoint:getLinearOffset() end
@@ -1521,12 +2052,18 @@ function MotorJoint:getLinearOffset() end
---
---Sets the target angluar offset between the two Bodies the Joint is attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MotorJoint:setAngularOffset)
+---
---@param angleoffset number # The target angular offset in radians: the second body's angle minus the first body's angle.
function MotorJoint:setAngularOffset(angleoffset) end
---
---Sets the target linear offset between the two Bodies the Joint is attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MotorJoint:setLinearOffset)
+---
---@param x number # The x component of the target linear offset, relative to the first Body.
---@param y number # The y component of the target linear offset, relative to the first Body.
function MotorJoint:setLinearOffset(x, y) end
@@ -1534,30 +2071,45 @@ function MotorJoint:setLinearOffset(x, y) end
---
---For controlling objects with the mouse.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.MouseJoint: love.Joint, love.Object
local MouseJoint = {}
---
---Returns the damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:getDampingRatio)
+---
---@return number ratio # The new damping ratio.
function MouseJoint:getDampingRatio() end
---
---Returns the frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:getFrequency)
+---
---@return number freq # The frequency in hertz.
function MouseJoint:getFrequency() end
---
---Gets the highest allowed force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:getMaxForce)
+---
---@return number f # The max allowed force.
function MouseJoint:getMaxForce() end
---
---Gets the target point.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:getTarget)
+---
---@return number x # The x-component of the target.
---@return number y # The x-component of the target.
function MouseJoint:getTarget() end
@@ -1565,24 +2117,36 @@ function MouseJoint:getTarget() end
---
---Sets a new damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:setDampingRatio)
+---
---@param ratio number # The new damping ratio.
function MouseJoint:setDampingRatio(ratio) end
---
---Sets a new frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:setFrequency)
+---
---@param freq number # The new frequency in hertz.
function MouseJoint:setFrequency(freq) end
---
---Sets the highest allowed force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:setMaxForce)
+---
---@param f number # The max allowed force.
function MouseJoint:setMaxForce(f) end
---
---Sets the target point.
---
+---
+---[Open in Browser](https://love2d.org/wiki/MouseJoint:setTarget)
+---
---@param x number # The x-component of the target.
---@param y number # The y-component of the target.
function MouseJoint:setTarget(x, y) end
@@ -1590,6 +2154,9 @@ function MouseJoint:setTarget(x, y) end
---
---A PolygonShape is a convex polygon with up to 8 vertices.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.PolygonShape: love.Shape, love.Object
local PolygonShape = {}
@@ -1598,6 +2165,9 @@ local PolygonShape = {}
---
---This function has a variable number of return values. It can be used in a nested fashion with love.graphics.polygon.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PolygonShape:getPoints)
+---
---@return number x1 # The x-component of the first vertex.
---@return number y1 # The y-component of the first vertex.
---@return number x2 # The x-component of the second vertex.
@@ -1607,18 +2177,27 @@ function PolygonShape:getPoints() end
---
---Restricts relative motion between Bodies to one shared axis.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.PrismaticJoint: love.Joint, love.Object
local PrismaticJoint = {}
---
---Checks whether the limits are enabled.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:areLimitsEnabled)
+---
---@return boolean enabled # True if enabled, false otherwise.
function PrismaticJoint:areLimitsEnabled() end
---
---Gets the world-space axis vector of the Prismatic Joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getAxis)
+---
---@return number x # The x-axis coordinate of the world-space axis vector.
---@return number y # The y-axis coordinate of the world-space axis vector.
function PrismaticJoint:getAxis() end
@@ -1626,18 +2205,27 @@ function PrismaticJoint:getAxis() end
---
---Get the current joint angle speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getJointSpeed)
+---
---@return number s # Joint angle speed in meters/second.
function PrismaticJoint:getJointSpeed() end
---
---Get the current joint translation.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getJointTranslation)
+---
---@return number t # Joint translation, usually in meters..
function PrismaticJoint:getJointTranslation() end
---
---Gets the joint limits.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getLimits)
+---
---@return number lower # The lower limit, usually in meters.
---@return number upper # The upper limit, usually in meters.
function PrismaticJoint:getLimits() end
@@ -1645,18 +2233,27 @@ function PrismaticJoint:getLimits() end
---
---Gets the lower limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getLowerLimit)
+---
---@return number lower # The lower limit, usually in meters.
function PrismaticJoint:getLowerLimit() end
---
---Gets the maximum motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getMaxMotorForce)
+---
---@return number f # The maximum motor force, usually in N.
function PrismaticJoint:getMaxMotorForce() end
---
---Returns the current motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getMotorForce)
+---
---@param invdt number # How long the force applies. Usually the inverse time step or 1/dt.
---@return number force # The force on the motor in newtons.
function PrismaticJoint:getMotorForce(invdt) end
@@ -1664,30 +2261,45 @@ function PrismaticJoint:getMotorForce(invdt) end
---
---Gets the motor speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getMotorSpeed)
+---
---@return number s # The motor speed, usually in meters per second.
function PrismaticJoint:getMotorSpeed() end
---
---Gets the reference angle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getReferenceAngle)
+---
---@return number angle # The reference angle in radians.
function PrismaticJoint:getReferenceAngle() end
---
---Gets the upper limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:getUpperLimit)
+---
---@return number upper # The upper limit, usually in meters.
function PrismaticJoint:getUpperLimit() end
---
---Checks whether the motor is enabled.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:isMotorEnabled)
+---
---@return boolean enabled # True if enabled, false if disabled.
function PrismaticJoint:isMotorEnabled() end
---
---Sets the limits.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setLimits)
+---
---@param lower number # The lower limit, usually in meters.
---@param upper number # The upper limit, usually in meters.
function PrismaticJoint:setLimits(lower, upper) end
@@ -1695,54 +2307,81 @@ function PrismaticJoint:setLimits(lower, upper) end
---
---Enables/disables the joint limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setLimitsEnabled)
+---
---@return boolean enable # True if enabled, false if disabled.
function PrismaticJoint:setLimitsEnabled() end
---
---Sets the lower limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setLowerLimit)
+---
---@param lower number # The lower limit, usually in meters.
function PrismaticJoint:setLowerLimit(lower) end
---
---Set the maximum motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setMaxMotorForce)
+---
---@param f number # The maximum motor force, usually in N.
function PrismaticJoint:setMaxMotorForce(f) end
---
---Enables/disables the joint motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setMotorEnabled)
+---
---@param enable boolean # True to enable, false to disable.
function PrismaticJoint:setMotorEnabled(enable) end
---
---Sets the motor speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setMotorSpeed)
+---
---@param s number # The motor speed, usually in meters per second.
function PrismaticJoint:setMotorSpeed(s) end
---
---Sets the upper limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PrismaticJoint:setUpperLimit)
+---
---@param upper number # The upper limit, usually in meters.
function PrismaticJoint:setUpperLimit(upper) end
---
---Allows you to simulate bodies connected through pulleys.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.PulleyJoint: love.Joint, love.Object
local PulleyJoint = {}
---
---Get the total length of the rope.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getConstant)
+---
---@return number length # The length of the rope in the joint.
function PulleyJoint:getConstant() end
---
---Get the ground anchor positions in world coordinates.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getGroundAnchors)
+---
---@return number a1x # The x coordinate of the first anchor.
---@return number a1y # The y coordinate of the first anchor.
---@return number a2x # The x coordinate of the second anchor.
@@ -1752,18 +2391,27 @@ function PulleyJoint:getGroundAnchors() end
---
---Get the current length of the rope segment attached to the first body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getLengthA)
+---
---@return number length # The length of the rope segment.
function PulleyJoint:getLengthA() end
---
---Get the current length of the rope segment attached to the second body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getLengthB)
+---
---@return number length # The length of the rope segment.
function PulleyJoint:getLengthB() end
---
---Get the maximum lengths of the rope segments.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getMaxLengths)
+---
---@return number len1 # The maximum length of the first rope segment.
---@return number len2 # The maximum length of the second rope segment.
function PulleyJoint:getMaxLengths() end
@@ -1771,6 +2419,9 @@ function PulleyJoint:getMaxLengths() end
---
---Get the pulley ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:getRatio)
+---
---@return number ratio # The pulley ratio of the joint.
function PulleyJoint:getRatio() end
@@ -1779,6 +2430,9 @@ function PulleyJoint:getRatio() end
---
---Setting a new length for the rope updates the maximum length values of the joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:setConstant)
+---
---@param length number # The new length of the rope in the joint.
function PulleyJoint:setConstant(length) end
@@ -1787,6 +2441,9 @@ function PulleyJoint:setConstant(length) end
---
---The physics module also imposes maximum values for the rope segments. If the parameters exceed these values, the maximum values are set instead of the requested values.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:setMaxLengths)
+---
---@param max1 number # The new maximum length of the first segment.
---@param max2 number # The new maximum length of the second segment.
function PulleyJoint:setMaxLengths(max1, max2) end
@@ -1794,36 +2451,54 @@ function PulleyJoint:setMaxLengths(max1, max2) end
---
---Set the pulley ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/PulleyJoint:setRatio)
+---
---@param ratio number # The new pulley ratio of the joint.
function PulleyJoint:setRatio(ratio) end
---
---Allow two Bodies to revolve around a shared point.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.RevoluteJoint: love.Joint, love.Object
local RevoluteJoint = {}
---
---Checks whether limits are enabled.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:areLimitsEnabled)
+---
---@return boolean enabled # True if enabled, false otherwise.
function RevoluteJoint:areLimitsEnabled() end
---
---Get the current joint angle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getJointAngle)
+---
---@return number angle # The joint angle in radians.
function RevoluteJoint:getJointAngle() end
---
---Get the current joint angle speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getJointSpeed)
+---
---@return number s # Joint angle speed in radians/second.
function RevoluteJoint:getJointSpeed() end
---
---Gets the joint limits.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getLimits)
+---
---@return number lower # The lower limit, in radians.
---@return number upper # The upper limit, in radians.
function RevoluteJoint:getLimits() end
@@ -1831,54 +2506,81 @@ function RevoluteJoint:getLimits() end
---
---Gets the lower limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getLowerLimit)
+---
---@return number lower # The lower limit, in radians.
function RevoluteJoint:getLowerLimit() end
---
---Gets the maximum motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getMaxMotorTorque)
+---
---@return number f # The maximum motor force, in Nm.
function RevoluteJoint:getMaxMotorTorque() end
---
---Gets the motor speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getMotorSpeed)
+---
---@return number s # The motor speed, radians per second.
function RevoluteJoint:getMotorSpeed() end
---
---Get the current motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getMotorTorque)
+---
---@return number f # The current motor force, in Nm.
function RevoluteJoint:getMotorTorque() end
---
---Gets the reference angle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getReferenceAngle)
+---
---@return number angle # The reference angle in radians.
function RevoluteJoint:getReferenceAngle() end
---
---Gets the upper limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:getUpperLimit)
+---
---@return number upper # The upper limit, in radians.
function RevoluteJoint:getUpperLimit() end
---
---Checks whether limits are enabled.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:hasLimitsEnabled)
+---
---@return boolean enabled # True if enabled, false otherwise.
function RevoluteJoint:hasLimitsEnabled() end
---
---Checks whether the motor is enabled.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:isMotorEnabled)
+---
---@return boolean enabled # True if enabled, false if disabled.
function RevoluteJoint:isMotorEnabled() end
---
---Sets the limits.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setLimits)
+---
---@param lower number # The lower limit, in radians.
---@param upper number # The upper limit, in radians.
function RevoluteJoint:setLimits(lower, upper) end
@@ -1886,54 +2588,81 @@ function RevoluteJoint:setLimits(lower, upper) end
---
---Enables/disables the joint limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setLimitsEnabled)
+---
---@param enable boolean # True to enable, false to disable.
function RevoluteJoint:setLimitsEnabled(enable) end
---
---Sets the lower limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setLowerLimit)
+---
---@param lower number # The lower limit, in radians.
function RevoluteJoint:setLowerLimit(lower) end
---
---Set the maximum motor force.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setMaxMotorTorque)
+---
---@param f number # The maximum motor force, in Nm.
function RevoluteJoint:setMaxMotorTorque(f) end
---
---Enables/disables the joint motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setMotorEnabled)
+---
---@param enable boolean # True to enable, false to disable.
function RevoluteJoint:setMotorEnabled(enable) end
---
---Sets the motor speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setMotorSpeed)
+---
---@param s number # The motor speed, radians per second.
function RevoluteJoint:setMotorSpeed(s) end
---
---Sets the upper limit.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RevoluteJoint:setUpperLimit)
+---
---@param upper number # The upper limit, in radians.
function RevoluteJoint:setUpperLimit(upper) end
---
---The RopeJoint enforces a maximum distance between two points on two bodies. It has no other effect.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.RopeJoint: love.Joint, love.Object
local RopeJoint = {}
---
---Gets the maximum length of a RopeJoint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RopeJoint:getMaxLength)
+---
---@return number maxLength # The maximum length of the RopeJoint.
function RopeJoint:getMaxLength() end
---
---Sets the maximum length of a RopeJoint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/RopeJoint:setMaxLength)
+---
---@param maxLength number # The new maximum length of the RopeJoint.
function RopeJoint:setMaxLength(maxLength) end
@@ -1944,12 +2673,18 @@ function RopeJoint:setMaxLength(maxLength) end
---
---The Shape's position is relative to the position of the Body it has been attached to.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.Shape: love.Object
local Shape = {}
---
---Returns the points of the bounding box for the transformed shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:computeAABB)
+---
---@param tx number # The translation of the shape on the x-axis.
---@param ty number # The translation of the shape on the y-axis.
---@param tr number # The shape rotation.
@@ -1963,6 +2698,9 @@ function Shape:computeAABB(tx, ty, tr, childIndex) end
---
---Computes the mass properties for the shape with the specified density.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:computeMass)
+---
---@param density number # The shape density.
---@return number x # The x postition of the center of mass.
---@return number y # The y postition of the center of mass.
@@ -1973,12 +2711,18 @@ function Shape:computeMass(density) end
---
---Returns the number of children the shape has.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:getChildCount)
+---
---@return number count # The number of children.
function Shape:getChildCount() end
---
---Gets the radius of the shape.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:getRadius)
+---
---@return number radius # The radius of the shape.
function Shape:getRadius() end
@@ -1987,6 +2731,9 @@ function Shape:getRadius() end
---
---This function can be useful for conditional debug drawing.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:getType)
+---
---@return love.ShapeType type # The type of the Shape.
function Shape:getType() end
@@ -2001,6 +2748,9 @@ function Shape:getType() end
---
---hitx, hity = x1 + (x2 - x1) * fraction, y1 + (y2 - y1) * fraction
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:rayCast)
+---
---@param x1 number # The x position of the input line starting point.
---@param y1 number # The y position of the input line starting point.
---@param x2 number # The x position of the input line end point.
@@ -2018,6 +2768,9 @@ function Shape:rayCast(x1, y1, x2, y2, maxFraction, tx, ty, tr, childIndex) end
---
---This is particularly useful for mouse interaction with the shapes. By looping through all shapes and testing the mouse position with this function, we can find which shapes the mouse touches.
---
+---
+---[Open in Browser](https://love2d.org/wiki/Shape:testPoint)
+---
---@param tx number # Translates the shape along the x-axis.
---@param ty number # Translates the shape along the y-axis.
---@param tr number # Rotates the shape.
@@ -2029,48 +2782,72 @@ function Shape:testPoint(tx, ty, tr, x, y) end
---
---A WeldJoint essentially glues two bodies together.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.WeldJoint: love.Joint, love.Object
local WeldJoint = {}
---
---Returns the damping ratio of the joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WeldJoint:getDampingRatio)
+---
---@return number ratio # The damping ratio.
function WeldJoint:getDampingRatio() end
---
---Returns the frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WeldJoint:getFrequency)
+---
---@return number freq # The frequency in hertz.
function WeldJoint:getFrequency() end
---
---Gets the reference angle.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WeldJoint:getReferenceAngle)
+---
---@return number angle # The reference angle in radians.
function WeldJoint:getReferenceAngle() end
---
---Sets a new damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WeldJoint:setDampingRatio)
+---
---@param ratio number # The new damping ratio.
function WeldJoint:setDampingRatio(ratio) end
---
---Sets a new frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WeldJoint:setFrequency)
+---
---@param freq number # The new frequency in hertz.
function WeldJoint:setFrequency(freq) end
---
---Restricts a point on the second body to a line on the first body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.WheelJoint: love.Joint, love.Object
local WheelJoint = {}
---
---Gets the world-space axis vector of the Wheel Joint.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getAxis)
+---
---@return number x # The x-axis coordinate of the world-space axis vector.
---@return number y # The y-axis coordinate of the world-space axis vector.
function WheelJoint:getAxis() end
@@ -2078,30 +2855,45 @@ function WheelJoint:getAxis() end
---
---Returns the current joint translation speed.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getJointSpeed)
+---
---@return number speed # The translation speed of the joint in meters per second.
function WheelJoint:getJointSpeed() end
---
---Returns the current joint translation.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getJointTranslation)
+---
---@return number position # The translation of the joint in meters.
function WheelJoint:getJointTranslation() end
---
---Returns the maximum motor torque.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getMaxMotorTorque)
+---
---@return number maxTorque # The maximum torque of the joint motor in newton meters.
function WheelJoint:getMaxMotorTorque() end
---
---Returns the speed of the motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getMotorSpeed)
+---
---@return number speed # The speed of the joint motor in radians per second.
function WheelJoint:getMotorSpeed() end
---
---Returns the current torque on the motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getMotorTorque)
+---
---@param invdt number # How long the force applies. Usually the inverse time step or 1/dt.
---@return number torque # The torque on the motor in newton meters.
function WheelJoint:getMotorTorque(invdt) end
@@ -2109,54 +2901,81 @@ function WheelJoint:getMotorTorque(invdt) end
---
---Returns the damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getSpringDampingRatio)
+---
---@return number ratio # The damping ratio.
function WheelJoint:getSpringDampingRatio() end
---
---Returns the spring frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:getSpringFrequency)
+---
---@return number freq # The frequency in hertz.
function WheelJoint:getSpringFrequency() end
---
---Checks if the joint motor is running.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:isMotorEnabled)
+---
---@return boolean on # The status of the joint motor.
function WheelJoint:isMotorEnabled() end
---
---Sets a new maximum motor torque.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:setMaxMotorTorque)
+---
---@param maxTorque number # The new maximum torque for the joint motor in newton meters.
function WheelJoint:setMaxMotorTorque(maxTorque) end
---
---Starts and stops the joint motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:setMotorEnabled)
+---
---@param enable boolean # True turns the motor on and false turns it off.
function WheelJoint:setMotorEnabled(enable) end
---
---Sets a new speed for the motor.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:setMotorSpeed)
+---
---@param speed number # The new speed for the joint motor in radians per second.
function WheelJoint:setMotorSpeed(speed) end
---
---Sets a new damping ratio.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:setSpringDampingRatio)
+---
---@param ratio number # The new damping ratio.
function WheelJoint:setSpringDampingRatio(ratio) end
---
---Sets a new spring frequency.
---
+---
+---[Open in Browser](https://love2d.org/wiki/WheelJoint:setSpringFrequency)
+---
---@param freq number # The new frequency in hertz.
function WheelJoint:setSpringFrequency(freq) end
---
---A world is an object that contains all bodies and joints.
---
+---
+---[Open in Browser](https://love2d.org/wiki/love.physics)
+---
---@class love.World: love.Object
local World = {}
@@ -2165,23 +2984,35 @@ local World = {}
---
---An error will occur if you attempt to use any of the destroyed objects after calling this function.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:destroy)
+---
function World:destroy() end
---
---Returns a table with all bodies.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getBodies)
+---
---@return table bodies # A sequence with all bodies.
function World:getBodies() end
---
---Returns the number of bodies in the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getBodyCount)
+---
---@return number n # The number of bodies in the world.
function World:getBodyCount() end
---
---Returns functions for the callbacks during the world update.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getCallbacks)
+---
---@return function beginContact # Gets called when two fixtures begin to overlap.
---@return function endContact # Gets called when two fixtures cease to overlap.
---@return function preSolve # Gets called before a collision gets resolved.
@@ -2191,24 +3022,36 @@ function World:getCallbacks() end
---
---Returns the number of contacts in the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getContactCount)
+---
---@return number n # The number of contacts in the world.
function World:getContactCount() end
---
---Returns the function for collision filtering.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getContactFilter)
+---
---@return function contactFilter # The function that handles the contact filtering.
function World:getContactFilter() end
---
---Returns a table with all Contacts.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getContacts)
+---
---@return table contacts # A sequence with all Contacts.
function World:getContacts() end
---
---Get the gravity of the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getGravity)
+---
---@return number x # The x component of gravity.
---@return number y # The y component of gravity.
function World:getGravity() end
@@ -2216,18 +3059,27 @@ function World:getGravity() end
---
---Returns the number of joints in the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getJointCount)
+---
---@return number n # The number of joints in the world.
function World:getJointCount() end
---
---Returns a table with all joints.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:getJoints)
+---
---@return table joints # A sequence with all joints.
function World:getJoints() end
---
---Gets whether the World is destroyed. Destroyed worlds cannot be used.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:isDestroyed)
+---
---@return boolean destroyed # Whether the World is destroyed.
function World:isDestroyed() end
@@ -2236,18 +3088,27 @@ function World:isDestroyed() end
---
---This will return true inside the callbacks from World:setCallbacks.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:isLocked)
+---
---@return boolean locked # Will be true if the world is in the process of updating its state.
function World:isLocked() end
---
---Gets the sleep behaviour of the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:isSleepingAllowed)
+---
---@return boolean allow # True if bodies in the world are allowed to sleep, or false if not.
function World:isSleepingAllowed() end
---
---Calls a function for each fixture inside the specified area by searching for any overlapping bounding box (Fixture:getBoundingBox).
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:queryBoundingBox)
+---
---@param topLeftX number # The x position of the top-left point.
---@param topLeftY number # The y position of the top-left point.
---@param bottomRightX number # The x position of the bottom-right point.
@@ -2258,6 +3119,9 @@ function World:queryBoundingBox(topLeftX, topLeftY, bottomRightX, bottomRightY,
---
---Casts a ray and calls a function for each fixtures it intersects.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:rayCast)
+---
---@param fixture love.Fixture # The fixture intersecting the ray.
---@param x number # The x position of the intersection point.
---@param y number # The y position of the intersection point.
@@ -2276,10 +3140,13 @@ function World:rayCast(fixture, x, y, xn, yn, fraction) end
---
---If you are interested to know when exactly each callback is called, consult a Box2d manual
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:setCallbacks)
+---
---@param beginContact function # Gets called when two fixtures begin to overlap.
---@param endContact function # Gets called when two fixtures cease to overlap. This will also be called outside of a world update, when colliding objects are destroyed.
----@param preSolve? function # Gets called before a collision gets resolved.
----@param postSolve? function # Gets called after the collision has been resolved.
+---@param preSolve function # Gets called before a collision gets resolved.
+---@param postSolve function # Gets called after the collision has been resolved.
function World:setCallbacks(beginContact, endContact, preSolve, postSolve) end
---
@@ -2287,12 +3154,18 @@ function World:setCallbacks(beginContact, endContact, preSolve, postSolve) end
---
---If the group and category filtering doesn't generate a collision decision, this function gets called with the two fixtures as arguments. The function should return a boolean value where true means the fixtures will collide and false means they will pass through each other.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:setContactFilter)
+---
---@param filter function # The function handling the contact filtering.
function World:setContactFilter(filter) end
---
---Set the gravity of the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:setGravity)
+---
---@param x number # The x component of gravity.
---@param y number # The y component of gravity.
function World:setGravity(x, y) end
@@ -2300,12 +3173,18 @@ function World:setGravity(x, y) end
---
---Sets the sleep behaviour of the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:setSleepingAllowed)
+---
---@param allow boolean # True if bodies in the world are allowed to sleep, or false if not.
function World:setSleepingAllowed(allow) end
---
---Translates the World's origin. Useful in large worlds where floating point precision issues become noticeable at far distances from the origin.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:translateOrigin)
+---
---@param x number # The x component of the new origin with respect to the old origin.
---@param y number # The y component of the new origin with respect to the old origin.
function World:translateOrigin(x, y) end
@@ -2313,6 +3192,9 @@ function World:translateOrigin(x, y) end
---
---Update the state of the world.
---
+---
+---[Open in Browser](https://love2d.org/wiki/World:update)
+---
---@param dt number # The time (in seconds) to advance the physics simulation.
---@param velocityiterations? number # The maximum number of steps used to determine the new velocities when resolving a collision.
---@param positioniterations? number # The maximum number of steps used to determine the new positions when resolving a collision.
@@ -2321,6 +3203,9 @@ function World:update(dt, velocityiterations, positioniterations) end
---
---The types of a Body.
---
+---
+---[Open in Browser](https://love2d.org/wiki/BodyType)
+---
---@alias love.BodyType
---
---Static bodies do not move.
@@ -2338,6 +3223,9 @@ function World:update(dt, velocityiterations, positioniterations) end
---
---Different types of joints.
---
+---
+---[Open in Browser](https://love2d.org/wiki/JointType)
+---
---@alias love.JointType
---
---A DistanceJoint.
@@ -2379,6 +3267,9 @@ function World:update(dt, velocityiterations, positioniterations) end
---
---The different types of Shapes, as returned by Shape:getType.
---
+---
+---[Open in Browser](https://love2d.org/wiki/ShapeType)
+---
---@alias love.ShapeType
---
---The Shape is a CircleShape.