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

151 lines
5.0 KiB
Lua

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-- @module PhysicsWorld
-- @parent_module cc
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-- set the gravity value
-- @function [parent=#PhysicsWorld] setGravity
-- @param self
-- @param #vec2_table gravity
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-- 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)
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-- get the bebug draw mask
-- @function [parent=#PhysicsWorld] getDebugDrawMask
-- @param self
-- @return int#int ret (return value: int)
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-- set the number of substeps in an update of the physics world.<br>
-- One physics update will be divided into several substeps to increase its accuracy.<br>
-- default value is 1
-- @function [parent=#PhysicsWorld] setSubsteps
-- @param self
-- @param #int steps
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-- 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.<br>
-- Defaut value is true.<br>
-- 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
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-- Adds a joint to the physics world.
-- @function [parent=#PhysicsWorld] addJoint
-- @param self
-- @param #cc.PhysicsJoint joint
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-- Remove all joints from physics world.
-- @function [parent=#PhysicsWorld] removeAllJoints
-- @param self
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-- Get the auto step
-- @function [parent=#PhysicsWorld] isAutoStep
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @overload self, int
-- @overload self, cc.PhysicsBody
-- @function [parent=#PhysicsWorld] removeBody
-- @param self
-- @param #cc.PhysicsBody body
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-- Remove a joint from physics world.
-- @function [parent=#PhysicsWorld] removeJoint
-- @param self
-- @param #cc.PhysicsJoint joint
-- @param #bool destroy
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-- 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)
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-- The step for physics world, The times passing for simulate the physics.<br>
-- Note: you need to setAutoStep(false) first before it can work.
-- @function [parent=#PhysicsWorld] step
-- @param self
-- @param #float delta
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-- set the debug draw mask
-- @function [parent=#PhysicsWorld] setDebugDrawMask
-- @param self
-- @param #int mask
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-- get the gravity value
-- @function [parent=#PhysicsWorld] getGravity
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.<br>
-- set it higher can improve performance, set it lower can improve accuracy of physics world simulation.<br>
-- default value is 1.0<br>
-- Note: if you setAutoStep(false), this won't work.
-- @function [parent=#PhysicsWorld] setUpdateRate
-- @param self
-- @param #int rate
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-- get the number of substeps
-- @function [parent=#PhysicsWorld] getSubsteps
-- @param self
-- @return int#int ret (return value: int)
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-- get the speed of physics world
-- @function [parent=#PhysicsWorld] getSpeed
-- @param self
-- @return float#float ret (return value: float)
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-- get the update rate
-- @function [parent=#PhysicsWorld] getUpdateRate
-- @param self
-- @return int#int ret (return value: int)
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-- Remove all bodies from physics world.
-- @function [parent=#PhysicsWorld] removeAllBodies
-- @param self
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-- Set the speed of physics world, speed is the rate at which the simulation executes. default value is 1.0<br>
-- Note: if you setAutoStep(false), this won't work.
-- @function [parent=#PhysicsWorld] setSpeed
-- @param self
-- @param #float speed
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-- 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)
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-- Get body by tag
-- @function [parent=#PhysicsWorld] getBody
-- @param self
-- @param #int tag
-- @return PhysicsBody#PhysicsBody ret (return value: cc.PhysicsBody)
return nil