mirror of https://github.com/axmolengine/axmol.git
376 lines
11 KiB
Lua
376 lines
11 KiB
Lua
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--------------------------------
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-- @module PhysicsBody
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--------------------------------
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-- @function [parent=#PhysicsBody] isGravityEnabled
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- @function [parent=#PhysicsBody] resetForces
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-- @param self
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--------------------------------
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-- @function [parent=#PhysicsBody] getVelocityLimit
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] setGroup
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-- @param self
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-- @param #int int
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--------------------------------
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-- @function [parent=#PhysicsBody] getMass
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] getCollisionBitmask
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- @function [parent=#PhysicsBody] getRotationOffset
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] getRotation
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] getMoment
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- overload function: applyImpulse(point_table, point_table)
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--
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-- overload function: applyImpulse(point_table)
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--
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-- @function [parent=#PhysicsBody] applyImpulse
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-- @param self
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-- @param #point_table point
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-- @param #point_table point
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--------------------------------
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-- @function [parent=#PhysicsBody] setRotationOffset
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-- @param self
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-- @param #float float
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--------------------------------
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-- overload function: applyForce(point_table, point_table)
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--
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-- overload function: applyForce(point_table)
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--
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-- @function [parent=#PhysicsBody] applyForce
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-- @param self
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-- @param #point_table point
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-- @param #point_table point
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--------------------------------
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-- @function [parent=#PhysicsBody] addShape
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-- @param self
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-- @param #cc.PhysicsShape physicsshape
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-- @param #bool bool
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-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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--------------------------------
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-- @function [parent=#PhysicsBody] applyTorque
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] getAngularVelocityLimit
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] setAngularVelocityLimit
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] getVelocity
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-- @param self
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] getLinearDamping
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] removeAllShapes
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-- @param self
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--------------------------------
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-- @function [parent=#PhysicsBody] setAngularDamping
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] setVelocityLimit
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] setResting
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-- @param self
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] getPositionOffset
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-- @param self
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] setCategoryBitmask
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-- @param self
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-- @param #int int
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--------------------------------
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-- @function [parent=#PhysicsBody] getWorld
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-- @param self
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-- @return PhysicsWorld#PhysicsWorld ret (return value: cc.PhysicsWorld)
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--------------------------------
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-- @function [parent=#PhysicsBody] getAngularVelocity
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] getPosition
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-- @param self
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] setEnable
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-- @param self
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] setGravityEnable
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-- @param self
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] getGroup
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- @function [parent=#PhysicsBody] setMoment
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] getTag
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- @function [parent=#PhysicsBody] local2World
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-- @param self
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-- @param #point_table point
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] getCategoryBitmask
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- @function [parent=#PhysicsBody] setDynamic
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-- @param self
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] getFirstShape
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-- @param self
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-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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--------------------------------
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-- @function [parent=#PhysicsBody] getShapes
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-- @param self
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-- @return array_table#array_table ret (return value: array_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] getContactTestBitmask
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-- @param self
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-- @return int#int ret (return value: int)
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--------------------------------
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-- @function [parent=#PhysicsBody] setAngularVelocity
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] world2Local
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-- @param self
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-- @param #point_table point
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] isEnabled
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- overload function: removeShape(int, bool)
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--
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-- overload function: removeShape(cc.PhysicsShape, bool)
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--
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-- @function [parent=#PhysicsBody] removeShape
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-- @param self
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-- @param #cc.PhysicsShape physicsshape
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] setMass
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] addMoment
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] setVelocity
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-- @param self
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-- @param #point_table point
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--------------------------------
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-- @function [parent=#PhysicsBody] setLinearDamping
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] setCollisionBitmask
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-- @param self
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-- @param #int int
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--------------------------------
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-- @function [parent=#PhysicsBody] setPositionOffset
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-- @param self
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-- @param #point_table point
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--------------------------------
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-- @function [parent=#PhysicsBody] setRotationEnable
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-- @param self
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-- @param #bool bool
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--------------------------------
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-- @function [parent=#PhysicsBody] isRotationEnabled
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- @function [parent=#PhysicsBody] getAngularDamping
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-- @param self
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-- @return float#float ret (return value: float)
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--------------------------------
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-- @function [parent=#PhysicsBody] getVelocityAtLocalPoint
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-- @param self
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-- @param #point_table point
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] isResting
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- @function [parent=#PhysicsBody] addMass
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-- @param self
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-- @param #float float
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--------------------------------
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-- @function [parent=#PhysicsBody] getShape
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-- @param self
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-- @param #int int
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-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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--------------------------------
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-- @function [parent=#PhysicsBody] setTag
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-- @param self
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-- @param #int int
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--------------------------------
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-- @function [parent=#PhysicsBody] getVelocityAtWorldPoint
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-- @param self
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-- @param #point_table point
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-- @return point_table#point_table ret (return value: point_table)
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--------------------------------
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-- @function [parent=#PhysicsBody] setContactTestBitmask
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-- @param self
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-- @param #int int
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--------------------------------
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-- @function [parent=#PhysicsBody] removeFromWorld
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-- @param self
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--------------------------------
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-- @function [parent=#PhysicsBody] isDynamic
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-- @param self
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-- @return bool#bool ret (return value: bool)
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--------------------------------
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-- @function [parent=#PhysicsBody] getNode
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-- @param self
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-- @return Node#Node ret (return value: cc.Node)
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--------------------------------
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-- @function [parent=#PhysicsBody] createBox
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-- @param self
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-- @param #size_table size
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-- @param #cc.PhysicsMaterial physicsmaterial
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-- @param #point_table point
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-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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--------------------------------
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-- @function [parent=#PhysicsBody] createEdgeSegment
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-- @param self
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-- @param #point_table point
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-- @param #point_table point
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-- @param #cc.PhysicsMaterial physicsmaterial
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-- @param #float float
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-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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--------------------------------
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-- overload function: create(float)
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--
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-- overload function: create()
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--
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-- overload function: create(float, float)
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--
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-- @function [parent=#PhysicsBody] create
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-- @param self
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-- @param #float float
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-- @param #float float
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-- @return PhysicsBody#PhysicsBody ret (retunr value: cc.PhysicsBody)
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--------------------------------
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-- @function [parent=#PhysicsBody] createEdgeBox
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-- @param self
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-- @param #size_table size
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-- @param #cc.PhysicsMaterial physicsmaterial
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-- @param #float float
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-- @param #point_table point
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-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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--------------------------------
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-- @function [parent=#PhysicsBody] createCircle
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-- @param self
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-- @param #float float
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-- @param #cc.PhysicsMaterial physicsmaterial
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-- @param #point_table point
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-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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return nil
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