axmol/tools/tolua/cocos2dx_physics3d.ini

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2019-11-23 20:27:39 +08:00
[cocos2dx_physics3d]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_physics3d
# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
# all classes will be embedded in that namespace
target_namespace = cc
macro_judgement = #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
android_headers =
android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=14 -gcc-toolchain %(gcc_toolchain_dir)s --sysroot=%(androidndkdir)s/platforms/android-14/arch-arm -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(androidndkdir)s/sysroot/usr/include -idirafter %(androidndkdir)s/sysroot/usr/include/arm-linux-androideabi -idirafter %(clangllvmdir)s/lib64/clang/5.0/include -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include
clang_headers =
clang_flags = -nostdinc -x c++ -std=c++17 -fsigned-char -U__SSE__ -DCC_ENABLE_BULLET_INTEGRATION
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win32_clang_flags = -U __SSE__
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/thirdparty -I%(cocosdir)s/thirdparty/jni.hpp/include -I%(cocosdir)s/thirdparty/robin-map/include -I%(cocosdir)s/thirdparty/bullet
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cocos_flags = -DANDROID
cxxgenerator_headers =
# extra arguments for clang
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
# what headers to parse
headers = %(cocosdir)s/cocos/physics3d/CCPhysics3D.h
# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".
classes = Physics3DWorld Physics3DShape PhysicsSprite3D Physics3DObject Physics3DRigidBody Physics3DShapesk Physics3DComponent Physics3DConstraint Physics3DPointToPointConstraint Physics3DHingeConstraint Physics3DSliderConstraint Physics3DConeTwistConstraint Physics3D6DofConstraint
# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.
skip = Physics3DWorld::[getPhysicsObjects getPhysicsObject init rayCast sweepShape create],
Physics3DShape::[createCompoundShape createMesh createHeightfield initConvexHull initMesh initHeightfield initCompoundShape],
PhysicsSprite3D::[create],
Physics3DComponent::[setTransformInPhysics create],
Physics3DRigidBody::[create],
Physics3DHingeConstraint::[setMotorTarget],
Physics3DConeTwistConstraint::[setMotorTarget setMotorTargetInConstraintSpace],
Physics3DObject::[setCollisionCallback]
rename_functions =
rename_classes =
# for all class names, should we remove something when registering in the target VM?
remove_prefix =
# classes for which there will be no "parent" lookup
classes_have_no_parents =
# base classes which will be skipped when their sub-classes found them.
base_classes_to_skip =
# classes that create no constructor
# Set is special and we will use a hand-written constructor
abstract_classes = Physics3DObject
# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
script_control_cpp = no