204 lines
6.8 KiB
Lua
204 lines
6.8 KiB
Lua
---@meta
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---@class cc.Physics3DRigidBody :cc.Physics3DObject
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local Physics3DRigidBody={ }
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cc.Physics3DRigidBody=Physics3DRigidBody
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---* Set the acceleration.
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---@param acceleration vec3_table
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---@return self
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function Physics3DRigidBody:setGravity (acceleration) end
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---* Get friction.
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---@return float
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function Physics3DRigidBody:getFriction () end
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---@overload fun(vec3_table0:float):self
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---@overload fun(vec3_table:vec3_table):self
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---@param angFac vec3_table
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---@return self
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function Physics3DRigidBody:setAngularFactor (angFac) end
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---*
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---@param constraint cc.Physics3DConstraint
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---@return self
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function Physics3DRigidBody:addConstraint (constraint) end
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---* Get the pointer of btRigidBody.
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---@return btRigidBody
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function Physics3DRigidBody:getRigidBody () end
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---* Get total force.
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---@return vec3_table
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function Physics3DRigidBody:getTotalForce () end
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---* Get the total number of constraints.
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---@return unsigned_int
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function Physics3DRigidBody:getConstraintCount () end
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---* Apply a central force.<br>
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---* param force the value of the force
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---@param force vec3_table
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---@return self
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function Physics3DRigidBody:applyCentralForce (force) end
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---* Set mass and inertia.
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---@param mass float
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---@param inertia vec3_table
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---@return self
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function Physics3DRigidBody:setMassProps (mass,inertia) end
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---* Set friction.
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---@param frict float
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---@return self
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function Physics3DRigidBody:setFriction (frict) end
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---* Set kinematic object.
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---@param kinematic boolean
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---@return self
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function Physics3DRigidBody:setKinematic (kinematic) end
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---* Set linear damping and angular damping.
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---@param lin_damping float
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---@param ang_damping float
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---@return self
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function Physics3DRigidBody:setDamping (lin_damping,ang_damping) end
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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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---@param impulse vec3_table
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---@param rel_pos vec3_table
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---@return self
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function Physics3DRigidBody:applyImpulse (impulse,rel_pos) end
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---* Check rigid body is kinematic object.
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---@return boolean
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function Physics3DRigidBody:isKinematic () end
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---* Apply a torque.<br>
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---* param torque the value of the torque
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---@param torque vec3_table
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---@return self
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function Physics3DRigidBody:applyTorque (torque) end
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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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---@param ccdMotionThreshold float
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---@return self
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function Physics3DRigidBody:setCcdMotionThreshold (ccdMotionThreshold) end
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---* Set rolling friction.
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---@param frict float
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---@return self
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function Physics3DRigidBody:setRollingFriction (frict) end
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---* Get motion threshold.
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---@return float
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function Physics3DRigidBody:getCcdMotionThreshold () end
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---* Get the linear factor.
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---@return vec3_table
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function Physics3DRigidBody:getLinearFactor () end
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---* Damps the velocity, using the given linearDamping and angularDamping.
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---@param timeStep float
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---@return self
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function Physics3DRigidBody:applyDamping (timeStep) end
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---* Get the angular velocity.
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---@return vec3_table
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function Physics3DRigidBody:getAngularVelocity () end
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---*
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---@param info cc.Physics3DRigidBodyDes
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---@return boolean
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function Physics3DRigidBody:init (info) end
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---* Apply a torque impulse.<br>
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---* param torque the value of the torque
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---@param torque vec3_table
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---@return self
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function Physics3DRigidBody:applyTorqueImpulse (torque) end
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---* Active or inactive.
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---@param active boolean
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---@return self
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function Physics3DRigidBody:setActive (active) end
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---* Set the linear factor.
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---@param linearFactor vec3_table
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---@return self
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function Physics3DRigidBody:setLinearFactor (linearFactor) end
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---* Set the linear velocity.
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---@param lin_vel vec3_table
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---@return self
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function Physics3DRigidBody:setLinearVelocity (lin_vel) end
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---* Get the linear velocity.
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---@return vec3_table
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function Physics3DRigidBody:getLinearVelocity () end
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---* Set swept sphere radius.
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---@param radius float
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---@return self
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function Physics3DRigidBody:setCcdSweptSphereRadius (radius) end
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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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---@param force vec3_table
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---@param rel_pos vec3_table
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---@return self
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function Physics3DRigidBody:applyForce (force,rel_pos) end
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---* Set the angular velocity.
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---@param ang_vel vec3_table
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---@return self
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function Physics3DRigidBody:setAngularVelocity (ang_vel) end
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---* Apply a central impulse.<br>
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---* param impulse the value of the impulse
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---@param impulse vec3_table
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---@return self
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function Physics3DRigidBody:applyCentralImpulse (impulse) end
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---* Get the acceleration.
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---@return vec3_table
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function Physics3DRigidBody:getGravity () end
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---* Get rolling friction.
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---@return float
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function Physics3DRigidBody:getRollingFriction () end
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---* Set the center of mass.
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---@param xform mat4_table
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---@return self
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function Physics3DRigidBody:setCenterOfMassTransform (xform) end
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---* Set the inverse of local inertia.
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---@param diagInvInertia vec3_table
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---@return self
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function Physics3DRigidBody:setInvInertiaDiagLocal (diagInvInertia) end
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---@overload fun(cc.Physics3DConstraint0:unsigned_int):self
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---@overload fun(cc.Physics3DConstraint:cc.Physics3DConstraint):self
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---@param constraint cc.Physics3DConstraint
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---@return self
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function Physics3DRigidBody:removeConstraint (constraint) end
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---* Get total torque.
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---@return vec3_table
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function Physics3DRigidBody:getTotalTorque () end
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---* Get inverse of mass.
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---@return float
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function Physics3DRigidBody:getInvMass () end
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---* Get constraint by index.
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---@param idx unsigned_int
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---@return cc.Physics3DConstraint
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function Physics3DRigidBody:getConstraint (idx) end
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---* Get restitution.
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---@return float
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function Physics3DRigidBody:getRestitution () end
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---* Get swept sphere radius.
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---@return float
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function Physics3DRigidBody:getCcdSweptSphereRadius () end
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---* Get hit friction.
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---@return float
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function Physics3DRigidBody:getHitFraction () end
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---* Get angular damping.
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---@return float
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function Physics3DRigidBody:getAngularDamping () end
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---* Get the inverse of local inertia.
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---@return vec3_table
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function Physics3DRigidBody:getInvInertiaDiagLocal () end
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---* Get the center of mass.
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---@return mat4_table
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function Physics3DRigidBody:getCenterOfMassTransform () end
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---* Get the angular factor.
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---@return vec3_table
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function Physics3DRigidBody:getAngularFactor () end
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---* Set restitution.
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---@param rest float
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---@return self
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function Physics3DRigidBody:setRestitution (rest) end
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---* Set hit friction.
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---@param hitFraction float
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---@return self
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function Physics3DRigidBody:setHitFraction (hitFraction) end
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---* Get linear damping.
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---@return float
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function Physics3DRigidBody:getLinearDamping () end
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---* override.
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---@return mat4_table
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function Physics3DRigidBody:getWorldTransform () end
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---*
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---@return self
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function Physics3DRigidBody:Physics3DRigidBody () end |