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