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