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

378 lines
11 KiB
Lua

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-- @module PhysicsBody
-- @extend Ref
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-- @function [parent=#PhysicsBody] isGravityEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#PhysicsBody] resetForces
-- @param self
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-- @function [parent=#PhysicsBody] getVelocityLimit
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] setGroup
-- @param self
-- @param #int int
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-- @function [parent=#PhysicsBody] getMass
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] getCollisionBitmask
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#PhysicsBody] getRotationOffset
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] getRotation
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] getMoment
-- @param self
-- @return float#float ret (return value: float)
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-- overload function: applyImpulse(cc.Vec2, cc.Vec2)
--
-- overload function: applyImpulse(cc.Vec2)
--
-- @function [parent=#PhysicsBody] applyImpulse
-- @param self
-- @param #cc.Vec2 vec2
-- @param #cc.Vec2 vec2
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-- @function [parent=#PhysicsBody] setRotationOffset
-- @param self
-- @param #float float
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-- overload function: applyForce(cc.Vec2, cc.Vec2)
--
-- overload function: applyForce(cc.Vec2)
--
-- @function [parent=#PhysicsBody] applyForce
-- @param self
-- @param #cc.Vec2 vec2
-- @param #cc.Vec2 vec2
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-- @function [parent=#PhysicsBody] addShape
-- @param self
-- @param #cc.PhysicsShape physicsshape
-- @param #bool bool
-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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-- @function [parent=#PhysicsBody] applyTorque
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] getAngularVelocityLimit
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] setAngularVelocityLimit
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] getVelocity
-- @param self
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] getLinearDamping
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] removeAllShapes
-- @param self
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-- @function [parent=#PhysicsBody] setAngularDamping
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] setVelocityLimit
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] setResting
-- @param self
-- @param #bool bool
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-- @function [parent=#PhysicsBody] getPositionOffset
-- @param self
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] setCategoryBitmask
-- @param self
-- @param #int int
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-- @function [parent=#PhysicsBody] getWorld
-- @param self
-- @return PhysicsWorld#PhysicsWorld ret (return value: cc.PhysicsWorld)
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-- @function [parent=#PhysicsBody] getAngularVelocity
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] getPosition
-- @param self
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] setEnable
-- @param self
-- @param #bool bool
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-- @function [parent=#PhysicsBody] setGravityEnable
-- @param self
-- @param #bool bool
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-- @function [parent=#PhysicsBody] getGroup
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#PhysicsBody] setMoment
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] getTag
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#PhysicsBody] local2World
-- @param self
-- @param #cc.Vec2 vec2
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] getCategoryBitmask
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#PhysicsBody] setDynamic
-- @param self
-- @param #bool bool
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-- @function [parent=#PhysicsBody] getFirstShape
-- @param self
-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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-- @function [parent=#PhysicsBody] getShapes
-- @param self
-- @return array_table#array_table ret (return value: array_table)
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-- @function [parent=#PhysicsBody] getContactTestBitmask
-- @param self
-- @return int#int ret (return value: int)
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-- @function [parent=#PhysicsBody] setAngularVelocity
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] world2Local
-- @param self
-- @param #cc.Vec2 vec2
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] isEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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-- overload function: removeShape(int, bool)
--
-- overload function: removeShape(cc.PhysicsShape, bool)
--
-- @function [parent=#PhysicsBody] removeShape
-- @param self
-- @param #cc.PhysicsShape physicsshape
-- @param #bool bool
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-- @function [parent=#PhysicsBody] setMass
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] addMoment
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] setVelocity
-- @param self
-- @param #cc.Vec2 vec2
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-- @function [parent=#PhysicsBody] setLinearDamping
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] setCollisionBitmask
-- @param self
-- @param #int int
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-- @function [parent=#PhysicsBody] setPositionOffset
-- @param self
-- @param #cc.Vec2 vec2
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-- @function [parent=#PhysicsBody] setRotationEnable
-- @param self
-- @param #bool bool
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-- @function [parent=#PhysicsBody] isRotationEnabled
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#PhysicsBody] getAngularDamping
-- @param self
-- @return float#float ret (return value: float)
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-- @function [parent=#PhysicsBody] getVelocityAtLocalPoint
-- @param self
-- @param #cc.Vec2 vec2
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] isResting
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#PhysicsBody] addMass
-- @param self
-- @param #float float
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-- @function [parent=#PhysicsBody] getShape
-- @param self
-- @param #int int
-- @return PhysicsShape#PhysicsShape ret (return value: cc.PhysicsShape)
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-- @function [parent=#PhysicsBody] setTag
-- @param self
-- @param #int int
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-- @function [parent=#PhysicsBody] getVelocityAtWorldPoint
-- @param self
-- @param #cc.Vec2 vec2
-- @return Vec2#Vec2 ret (return value: cc.Vec2)
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-- @function [parent=#PhysicsBody] setContactTestBitmask
-- @param self
-- @param #int int
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-- @function [parent=#PhysicsBody] removeFromWorld
-- @param self
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-- @function [parent=#PhysicsBody] isDynamic
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @function [parent=#PhysicsBody] getNode
-- @param self
-- @return Node#Node ret (return value: cc.Node)
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-- @function [parent=#PhysicsBody] createBox
-- @param self
-- @param #size_table size
-- @param #cc.PhysicsMaterial physicsmaterial
-- @param #cc.Vec2 vec2
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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-- @function [parent=#PhysicsBody] createEdgeSegment
-- @param self
-- @param #cc.Vec2 vec2
-- @param #cc.Vec2 vec2
-- @param #cc.PhysicsMaterial physicsmaterial
-- @param #float float
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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-- 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)
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-- @function [parent=#PhysicsBody] createEdgeBox
-- @param self
-- @param #size_table size
-- @param #cc.PhysicsMaterial physicsmaterial
-- @param #float float
-- @param #cc.Vec2 vec2
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
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-- @function [parent=#PhysicsBody] createCircle
-- @param self
-- @param #float float
-- @param #cc.PhysicsMaterial physicsmaterial
-- @param #cc.Vec2 vec2
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
return nil