interface IPhysics2DFactory {
    worldCount: number;
    worldMap: Map<number, Physics2DWorldManager>;
    allowWorldSleep(world: any, allowSleep: boolean): void;
    appendFlags(jsDraw: any, flags: number): void;
    clearFlags(jsDraw: any, flags: number): void;
    clearForces(world: any): void;
    createBox2DDraw(world: any, flag: number): any;
    createContactListener(): any;
    createFilter(): any;
    createJointDef(world: any, type: EPhysics2DJoint, def: physics2D_BaseJointDef): any;
    createJSQueryCallback(): any;
    createJSRayCastCallback(): any;
    createMassData(): any;
    createPhyVec2(x: number, y: number): any;
    createShape(world: any, body: any, shapeType: EPhysics2DShape, shapdeDef: any): any;
    createShapeDef(world: any, shapeDef: Box2DShapeDef, filter: any): any;
    createWorld(worldDef: box2DWorldDef): any;
    destroyData(data: any): void;
    destroyShape(world: any, body: any, shape: any): void;
    destroyWorld(world: any): void;
    get_DistanceJoint_length(joint: any): number;
    get_joint_reactionTorque(joint: any): number;
    get_joint_recationForce(joint: any): any;
    get_RigibBody_Transform(body: any): any;
    get_rigidBody_allowSleep(body: any): boolean;
    get_rigidBody_angularDamping(body: any): number;
    get_rigidBody_bullet(body: any): boolean;
    get_rigidBody_fixedRotation(body: any): boolean;
    get_rigidBody_gravityScale(body: any): number;
    get_rigidBody_isEnable(body: any): boolean;
    get_rigidBody_linearDamping(body: any): number;
    get_rigidBody_linearVelocityFromLocalPoint(body: any, localPoint: Vector2): Vector2;
    get_rigidBody_linearVelocityFromWorldPoint(body: any, worldPoint: Vector2): Vector2;
    get_rigidBody_LocalVector(body: any, value: Vector2): Vector2;
    get_rigidBody_next(body: any): any;
    get_rigidBody_type(body: any): string;
    get_rigidBody_userData(body: any): any;
    get_rigidBody_WorldVector(body: any, value: Vector2): Vector2;
    get_shape_AABB(shape: any): any;
    get_shape_isSensor(shape: any): boolean;
    get_shape_massData(shape: any, massData: any): any;
    getBodyCount(world: any): number;
    getBodyList(world: any): any[];
    getContactCount(world: any): number;
    getContactList(world: any): any[];
    getContactShapeA(contact: any): any;
    getContactShapeB(contact: any): any;
    getfilterData(shape: any): any;
    getJointCount(world: any): number;
    getJointList(world: any): any[];
    getShape(shape: any, type: EPhysics2DShape): any;
    getShapeByDef(shapeDef: any, shapeType: EPhysics2DShape): any;
    isValidJoint(joint: any): boolean;
    QueryAABB(world: any, jsquerycallback: any, bounds: any): void;
    RayCast(world: any, jsraycastcallback: any, startPoint: Vector2, endPoint: Vector2): void;
    rigidbody_ApplyAngularImpulse(body: any, impulse: number): void;
    set_rigidBody_userData(body: any, data: any): void;
    set_shape_density(shape: any, density: number): void;
    set_shape_friction(shape: any, friction: number): void;
    set_shape_isSensor(shape: any, sensor: boolean): void;
    set_shape_reFilter(shape: any): void;
    set_shape_restitution(shape: any, restitution: number): void;
    set_shape_restitutionThreshold(shape: any, restitutionThreshold: number): void;
    setContactListener(world: any, listener: Function): void;
    setDestructionListener(world: any, destroyFun: Function): void;
    setfilterData(shape: any, filterData: any): void;
    setJoint_userData(joint: any, data: any): void;
    shape_rayCast(shape: any, output: any, input: any, childIndex: number): boolean;
    shapeCast(): void;
    shiftOrigin(world: any, newOrigin: Vector2): void;
    warpPoint(ins: any, type: Ebox2DType): any;
}

实现于

属性

worldCount: number
worldMap: Map<number, Physics2DWorldManager>

方法