axmol/cocos/scripting/lua-bindings/auto/api/Physics3DRigidBody.lua

356 lines
13 KiB
Lua

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-- @module Physics3DRigidBody
-- @extend Physics3DObject
-- @parent_module cc
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-- Set the acceleration.
-- @function [parent=#Physics3DRigidBody] setGravity
-- @param self
-- @param #vec3_table acceleration
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get friction.
-- @function [parent=#Physics3DRigidBody] getFriction
-- @param self
-- @return float#float ret (return value: float)
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-- @overload self, float
-- @overload self, vec3_table
-- @function [parent=#Physics3DRigidBody] setAngularFactor
-- @param self
-- @param #vec3_table angFac
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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--
-- @function [parent=#Physics3DRigidBody] addConstraint
-- @param self
-- @param #cc.Physics3DConstraint constraint
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get the pointer of btRigidBody.
-- @function [parent=#Physics3DRigidBody] getRigidBody
-- @param self
-- @return btRigidBody#btRigidBody ret (return value: btRigidBody)
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-- Get total force.
-- @function [parent=#Physics3DRigidBody] getTotalForce
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Get the total number of constraints.
-- @function [parent=#Physics3DRigidBody] getConstraintCount
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
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-- Apply a central force.<br>
-- param force the value of the force
-- @function [parent=#Physics3DRigidBody] applyCentralForce
-- @param self
-- @param #vec3_table force
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set mass and inertia.
-- @function [parent=#Physics3DRigidBody] setMassProps
-- @param self
-- @param #float mass
-- @param #vec3_table inertia
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set friction.
-- @function [parent=#Physics3DRigidBody] setFriction
-- @param self
-- @param #float frict
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set kinematic object.
-- @function [parent=#Physics3DRigidBody] setKinematic
-- @param self
-- @param #bool kinematic
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set linear damping and angular damping.
-- @function [parent=#Physics3DRigidBody] setDamping
-- @param self
-- @param #float lin_damping
-- @param #float ang_damping
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Apply a impulse.<br>
-- param impulse the value of the impulse<br>
-- param rel_pos the position of the impulse
-- @function [parent=#Physics3DRigidBody] applyImpulse
-- @param self
-- @param #vec3_table impulse
-- @param #vec3_table rel_pos
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Check rigid body is kinematic object.
-- @function [parent=#Physics3DRigidBody] isKinematic
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Apply a torque.<br>
-- param torque the value of the torque
-- @function [parent=#Physics3DRigidBody] applyTorque
-- @param self
-- @param #vec3_table torque
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set motion threshold, don't do continuous collision detection if the motion (in one step) is less then ccdMotionThreshold
-- @function [parent=#Physics3DRigidBody] setCcdMotionThreshold
-- @param self
-- @param #float ccdMotionThreshold
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set rolling friction.
-- @function [parent=#Physics3DRigidBody] setRollingFriction
-- @param self
-- @param #float frict
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get motion threshold.
-- @function [parent=#Physics3DRigidBody] getCcdMotionThreshold
-- @param self
-- @return float#float ret (return value: float)
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-- Get the linear factor.
-- @function [parent=#Physics3DRigidBody] getLinearFactor
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Damps the velocity, using the given linearDamping and angularDamping.
-- @function [parent=#Physics3DRigidBody] applyDamping
-- @param self
-- @param #float timeStep
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get the angular velocity.
-- @function [parent=#Physics3DRigidBody] getAngularVelocity
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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--
-- @function [parent=#Physics3DRigidBody] init
-- @param self
-- @param #cc.Physics3DRigidBodyDes info
-- @return bool#bool ret (return value: bool)
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-- Apply a torque impulse.<br>
-- param torque the value of the torque
-- @function [parent=#Physics3DRigidBody] applyTorqueImpulse
-- @param self
-- @param #vec3_table torque
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Active or inactive.
-- @function [parent=#Physics3DRigidBody] setActive
-- @param self
-- @param #bool active
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set the linear factor.
-- @function [parent=#Physics3DRigidBody] setLinearFactor
-- @param self
-- @param #vec3_table linearFactor
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set the linear velocity.
-- @function [parent=#Physics3DRigidBody] setLinearVelocity
-- @param self
-- @param #vec3_table lin_vel
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get the linear velocity.
-- @function [parent=#Physics3DRigidBody] getLinearVelocity
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Set swept sphere radius.
-- @function [parent=#Physics3DRigidBody] setCcdSweptSphereRadius
-- @param self
-- @param #float radius
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Apply a force.<br>
-- param force the value of the force<br>
-- param rel_pos the position of the force
-- @function [parent=#Physics3DRigidBody] applyForce
-- @param self
-- @param #vec3_table force
-- @param #vec3_table rel_pos
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set the angular velocity.
-- @function [parent=#Physics3DRigidBody] setAngularVelocity
-- @param self
-- @param #vec3_table ang_vel
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Apply a central impulse.<br>
-- param impulse the value of the impulse
-- @function [parent=#Physics3DRigidBody] applyCentralImpulse
-- @param self
-- @param #vec3_table impulse
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get the acceleration.
-- @function [parent=#Physics3DRigidBody] getGravity
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Get rolling friction.
-- @function [parent=#Physics3DRigidBody] getRollingFriction
-- @param self
-- @return float#float ret (return value: float)
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-- Set the center of mass.
-- @function [parent=#Physics3DRigidBody] setCenterOfMassTransform
-- @param self
-- @param #mat4_table xform
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set the inverse of local inertia.
-- @function [parent=#Physics3DRigidBody] setInvInertiaDiagLocal
-- @param self
-- @param #vec3_table diagInvInertia
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- @overload self, unsigned int
-- @overload self, cc.Physics3DConstraint
-- @function [parent=#Physics3DRigidBody] removeConstraint
-- @param self
-- @param #cc.Physics3DConstraint constraint
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get total torque.
-- @function [parent=#Physics3DRigidBody] getTotalTorque
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Get inverse of mass.
-- @function [parent=#Physics3DRigidBody] getInvMass
-- @param self
-- @return float#float ret (return value: float)
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-- Get constraint by index.
-- @function [parent=#Physics3DRigidBody] getConstraint
-- @param self
-- @param #unsigned int idx
-- @return Physics3DConstraint#Physics3DConstraint ret (return value: cc.Physics3DConstraint)
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-- Get restitution.
-- @function [parent=#Physics3DRigidBody] getRestitution
-- @param self
-- @return float#float ret (return value: float)
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-- Get swept sphere radius.
-- @function [parent=#Physics3DRigidBody] getCcdSweptSphereRadius
-- @param self
-- @return float#float ret (return value: float)
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-- Get hit friction.
-- @function [parent=#Physics3DRigidBody] getHitFraction
-- @param self
-- @return float#float ret (return value: float)
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-- Get angular damping.
-- @function [parent=#Physics3DRigidBody] getAngularDamping
-- @param self
-- @return float#float ret (return value: float)
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-- Get the inverse of local inertia.
-- @function [parent=#Physics3DRigidBody] getInvInertiaDiagLocal
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Get the center of mass.
-- @function [parent=#Physics3DRigidBody] getCenterOfMassTransform
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- Get the angular factor.
-- @function [parent=#Physics3DRigidBody] getAngularFactor
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- Set restitution.
-- @function [parent=#Physics3DRigidBody] setRestitution
-- @param self
-- @param #float rest
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Set hit friction.
-- @function [parent=#Physics3DRigidBody] setHitFraction
-- @param self
-- @param #float hitFraction
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
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-- Get linear damping.
-- @function [parent=#Physics3DRigidBody] getLinearDamping
-- @param self
-- @return float#float ret (return value: float)
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-- override.
-- @function [parent=#Physics3DRigidBody] getWorldTransform
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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--
-- @function [parent=#Physics3DRigidBody] Physics3DRigidBody
-- @param self
-- @return Physics3DRigidBody#Physics3DRigidBody self (return value: cc.Physics3DRigidBody)
return nil