-------------------------------- -- @module PhysicsWorld -- @parent_module cc -------------------------------- -- set the gravity value -- @function [parent=#PhysicsWorld] setGravity -- @param self -- @param #vec2_table gravity -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- Get all the bodys that in the physics world. -- @function [parent=#PhysicsWorld] getAllBodies -- @param self -- @return array_table#array_table ret (return value: array_table) -------------------------------- -- get the bebug draw mask -- @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.
-- One physics update will be divided into several substeps to increase its accuracy.
-- 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, if you want control it by yourself( fixed-timestep for example ), you can set this to false and call step by yourself.
-- Defaut value is true.
-- Note: if you set auto step to false, setSpeed setSubsteps and setUpdateRate won't work, you need to control the time step by yourself. -- @function [parent=#PhysicsWorld] setAutoStep -- @param self -- @param #bool autoStep -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- Adds a joint to the physics world. -- @function [parent=#PhysicsWorld] addJoint -- @param self -- @param #cc.PhysicsJoint joint -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- Remove all joints from physics world. -- @function [parent=#PhysicsWorld] removeAllJoints -- @param self -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- Get the auto step -- @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 physics world. -- @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. -- @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, The times passing for simulate the physics.
-- Note: you need to setAutoStep(false) first before it can work. -- @function [parent=#PhysicsWorld] step -- @param self -- @param #float delta -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- set the debug draw mask -- @function [parent=#PhysicsWorld] setDebugDrawMask -- @param self -- @param #int mask -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- get the gravity value -- @function [parent=#PhysicsWorld] getGravity -- @param self -- @return vec2_table#vec2_table ret (return value: vec2_table) -------------------------------- -- set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
-- set it higher can improve performance, set it lower can improve accuracy of physics world simulation.
-- default value is 1.0
-- Note: if you setAutoStep(false), this won't work. -- @function [parent=#PhysicsWorld] setUpdateRate -- @param self -- @param #int rate -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- get the number of substeps -- @function [parent=#PhysicsWorld] getSubsteps -- @param self -- @return int#int ret (return value: int) -------------------------------- -- get the speed of physics world -- @function [parent=#PhysicsWorld] getSpeed -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get the update rate -- @function [parent=#PhysicsWorld] getUpdateRate -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Remove all bodies from physics world. -- @function [parent=#PhysicsWorld] removeAllBodies -- @param self -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- Set the speed of physics world, speed is the rate at which the simulation executes. default value is 1.0
-- Note: if you setAutoStep(false), this won't work. -- @function [parent=#PhysicsWorld] setSpeed -- @param self -- @param #float speed -- @return PhysicsWorld#PhysicsWorld self (return value: cc.PhysicsWorld) -------------------------------- -- return physics shape that contains the point. -- @function [parent=#PhysicsWorld] getShape -- @param self -- @param #vec2_table point -- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape) -------------------------------- -- Get body by tag -- @function [parent=#PhysicsWorld] getBody -- @param self -- @param #int tag -- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody) return nil