150 lines
6.8 KiB
Lua
150 lines
6.8 KiB
Lua
---@meta
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---@class cc.PhysicsWorld
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local PhysicsWorld={ }
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cc.PhysicsWorld=PhysicsWorld
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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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---@param gravity vec2_table
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---@return self
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function PhysicsWorld:setGravity (gravity) end
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---* Get all the bodies 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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---@return array_table
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function PhysicsWorld:getAllBodies () end
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---* set the number of update of the physics world in a second.<br>
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---* 0 - disable fixed step system<br>
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---* default value is 0
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---@param updatesPerSecond int
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---@return self
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function PhysicsWorld:setFixedUpdateRate (updatesPerSecond) end
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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 integer number, default value is 1.
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---@param steps int
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---@return self
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function PhysicsWorld:setSubsteps (steps) end
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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, default value is true.
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---@param autoStep boolean
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---@return self
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function PhysicsWorld:setAutoStep (autoStep) end
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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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---@param joint cc.PhysicsJoint
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---@return self
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function PhysicsWorld:addJoint (joint) end
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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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---@return self
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function PhysicsWorld:removeAllJoints () end
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---* Get the debug draw mask.<br>
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---* return An integer number.
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---@return int
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function PhysicsWorld:getDebugDrawMask () end
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---* set the callback which invoked before update of each object in physics world.
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---@param callback function
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---@return self
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function PhysicsWorld:setPreUpdateCallback (callback) end
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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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---@return boolean
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function PhysicsWorld:isAutoStep () end
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---* set the callback which invoked after update of each object in physics world.
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---@param callback function
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---@return self
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function PhysicsWorld:setPostUpdateCallback (callback) end
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---@overload fun(cc.PhysicsBody0:int):self
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---@overload fun(cc.PhysicsBody:cc.PhysicsBody):self
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---@param body cc.PhysicsBody
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---@return self
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function PhysicsWorld:removeBody (body) end
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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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---@param joint cc.PhysicsJoint
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---@param destroy boolean
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---@return self
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function PhysicsWorld:removeJoint (joint,destroy) end
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---* Get physics 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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---@param point vec2_table
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---@return array_table
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function PhysicsWorld:getShapes (point) end
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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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---@param delta float
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---@return self
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function PhysicsWorld:step (delta) end
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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 according 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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---@param mask int
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---@return self
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function PhysicsWorld:setDebugDrawMask (mask) end
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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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---@return vec2_table
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function PhysicsWorld:getGravity () end
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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 integer number, default value is 1.0.
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---@param rate int
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---@return self
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function PhysicsWorld:setUpdateRate (rate) end
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---* get the number of substeps
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---@return int
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function PhysicsWorld:getFixedUpdateRate () end
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---* Get the number of substeps of this physics world.<br>
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---* return An integer number.
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---@return int
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function PhysicsWorld:getSubsteps () end
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---* Get the speed of this physics world.<br>
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---* return A float number.
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---@return float
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function PhysicsWorld:getSpeed () end
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---* Get the update rate of this physics world.<br>
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---* return An integer number.
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---@return int
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function PhysicsWorld:getUpdateRate () end
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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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---@return self
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function PhysicsWorld:removeAllBodies () end
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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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---@param speed float
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---@return self
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function PhysicsWorld:setSpeed (speed) end
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---* Get the nearest physics 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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---@param point vec2_table
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---@return cc.PhysicsShape
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function PhysicsWorld:getShape (point) end
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---* Get a body by tag. <br>
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---* param tag An integer 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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---@param tag int
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---@return cc.PhysicsBody
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function PhysicsWorld:getBody (tag) end |