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