-------------------------------- -- @module PhysicsBody -- @extend Ref -------------------------------- -- @function [parent=#PhysicsBody] isGravityEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#PhysicsBody] resetForces -- @param self -------------------------------- -- @function [parent=#PhysicsBody] getVelocityLimit -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] setGroup -- @param self -- @param #int int -------------------------------- -- @function [parent=#PhysicsBody] getMass -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] getCollisionBitmask -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#PhysicsBody] getRotationOffset -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] getRotation -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] getMoment -- @param self -- @return float#float ret (return value: float) -------------------------------- -- overload function: applyImpulse(vec2_table, vec2_table) -- -- overload function: applyImpulse(vec2_table) -- -- @function [parent=#PhysicsBody] applyImpulse -- @param self -- @param #vec2_table vec2 -- @param #vec2_table vec2 -------------------------------- -- @function [parent=#PhysicsBody] setRotationOffset -- @param self -- @param #float float -------------------------------- -- overload function: applyForce(vec2_table, vec2_table) -- -- overload function: applyForce(vec2_table) -- -- @function [parent=#PhysicsBody] applyForce -- @param self -- @param #vec2_table vec2 -- @param #vec2_table vec2 -------------------------------- -- @function [parent=#PhysicsBody] addShape -- @param self -- @param #cc.PhysicsShape physicsshape -- @param #bool bool -- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape) -------------------------------- -- @function [parent=#PhysicsBody] applyTorque -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] getAngularVelocityLimit -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] setAngularVelocityLimit -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] getVelocity -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] getLinearDamping -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] removeAllShapes -- @param self -------------------------------- -- @function [parent=#PhysicsBody] setAngularDamping -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] setVelocityLimit -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] setResting -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] getPositionOffset -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] setCategoryBitmask -- @param self -- @param #int int -------------------------------- -- @function [parent=#PhysicsBody] getWorld -- @param self -- @return PhysicsWorld#PhysicsWorld ret (return value: cc.PhysicsWorld) -------------------------------- -- @function [parent=#PhysicsBody] getAngularVelocity -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] getPosition -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] setEnable -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] setGravityEnable -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] getGroup -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#PhysicsBody] setMoment -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] getTag -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#PhysicsBody] local2World -- @param self -- @param #vec2_table vec2 -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] getCategoryBitmask -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#PhysicsBody] setDynamic -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] getFirstShape -- @param self -- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape) -------------------------------- -- @function [parent=#PhysicsBody] getShapes -- @param self -- @return array_table#array_table ret (return value: array_table) -------------------------------- -- @function [parent=#PhysicsBody] getContactTestBitmask -- @param self -- @return int#int ret (return value: int) -------------------------------- -- @function [parent=#PhysicsBody] setAngularVelocity -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] world2Local -- @param self -- @param #vec2_table vec2 -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] isEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- overload function: removeShape(int, bool) -- -- overload function: removeShape(cc.PhysicsShape, bool) -- -- @function [parent=#PhysicsBody] removeShape -- @param self -- @param #cc.PhysicsShape physicsshape -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] setMass -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] addMoment -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] setVelocity -- @param self -- @param #vec2_table vec2 -------------------------------- -- @function [parent=#PhysicsBody] setLinearDamping -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] setCollisionBitmask -- @param self -- @param #int int -------------------------------- -- @function [parent=#PhysicsBody] setPositionOffset -- @param self -- @param #vec2_table vec2 -------------------------------- -- @function [parent=#PhysicsBody] setRotationEnable -- @param self -- @param #bool bool -------------------------------- -- @function [parent=#PhysicsBody] isRotationEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#PhysicsBody] getAngularDamping -- @param self -- @return float#float ret (return value: float) -------------------------------- -- @function [parent=#PhysicsBody] getVelocityAtLocalPoint -- @param self -- @param #vec2_table vec2 -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] isResting -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#PhysicsBody] addMass -- @param self -- @param #float float -------------------------------- -- @function [parent=#PhysicsBody] getShape -- @param self -- @param #int int -- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape) -------------------------------- -- @function [parent=#PhysicsBody] setTag -- @param self -- @param #int int -------------------------------- -- @function [parent=#PhysicsBody] getVelocityAtWorldPoint -- @param self -- @param #vec2_table vec2 -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- @function [parent=#PhysicsBody] setContactTestBitmask -- @param self -- @param #int int -------------------------------- -- @function [parent=#PhysicsBody] removeFromWorld -- @param self -------------------------------- -- @function [parent=#PhysicsBody] isDynamic -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- @function [parent=#PhysicsBody] getNode -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- @function [parent=#PhysicsBody] createBox -- @param self -- @param #size_table size -- @param #cc.PhysicsMaterial physicsmaterial -- @param #vec2_table vec2 -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) -------------------------------- -- @function [parent=#PhysicsBody] createEdgeSegment -- @param self -- @param #vec2_table vec2 -- @param #vec2_table vec2 -- @param #cc.PhysicsMaterial physicsmaterial -- @param #float float -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) -------------------------------- -- overload function: create(float) -- -- overload function: create() -- -- overload function: create(float, float) -- -- @function [parent=#PhysicsBody] create -- @param self -- @param #float float -- @param #float float -- @return PhysicsBody#PhysicsBody ret (retunr value: cc.PhysicsBody) -------------------------------- -- @function [parent=#PhysicsBody] createEdgeBox -- @param self -- @param #size_table size -- @param #cc.PhysicsMaterial physicsmaterial -- @param #float float -- @param #vec2_table vec2 -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) -------------------------------- -- @function [parent=#PhysicsBody] createCircle -- @param self -- @param #float float -- @param #cc.PhysicsMaterial physicsmaterial -- @param #vec2_table vec2 -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) return nil