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diff --git a/meta/3rd/Cocos4.0/cc.Physics3DConeTwistConstraint.lua b/meta/3rd/Cocos4.0/cc.Physics3DConeTwistConstraint.lua
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+
+---@class cc.Physics3DConeTwistConstraint :cc.Physics3DConstraint
+local Physics3DConeTwistConstraint={ }
+cc.Physics3DConeTwistConstraint=Physics3DConeTwistConstraint
+
+
+
+
+---* get B's frame
+---@return mat4_table
+function Physics3DConeTwistConstraint:getBFrame () end
+---* set fix thresh
+---@param fixThresh float
+---@return self
+function Physics3DConeTwistConstraint:setFixThresh (fixThresh) end
+---* get B's frame offset
+---@return mat4_table
+function Physics3DConeTwistConstraint:getFrameOffsetB () end
+---* get A's frame offset
+---@return mat4_table
+function Physics3DConeTwistConstraint:getFrameOffsetA () end
+---* get fix thresh
+---@return float
+function Physics3DConeTwistConstraint:getFixThresh () end
+---* get swing span2
+---@return float
+function Physics3DConeTwistConstraint:getSwingSpan2 () end
+---* get swing span1
+---@return float
+function Physics3DConeTwistConstraint:getSwingSpan1 () end
+---* set max motor impulse
+---@param maxMotorImpulse float
+---@return self
+function Physics3DConeTwistConstraint:setMaxMotorImpulse (maxMotorImpulse) end
+---* set A and B's frame
+---@param frameA mat4_table
+---@param frameB mat4_table
+---@return self
+function Physics3DConeTwistConstraint:setFrames (frameA,frameB) end
+---* get twist angle
+---@return float
+function Physics3DConeTwistConstraint:getTwistAngle () end
+---* get point for angle
+---@param fAngleInRadians float
+---@param fLength float
+---@return vec3_table
+function Physics3DConeTwistConstraint:GetPointForAngle (fAngleInRadians,fLength) end
+---* set max motor impulse normalize
+---@param maxMotorImpulse float
+---@return self
+function Physics3DConeTwistConstraint:setMaxMotorImpulseNormalized (maxMotorImpulse) end
+---* get twist span
+---@return float
+function Physics3DConeTwistConstraint:getTwistSpan () end
+---* set damping
+---@param damping float
+---@return self
+function Physics3DConeTwistConstraint:setDamping (damping) end
+---* set limits<br>
+---* param swingSpan1 swing span1<br>
+---* param swingSpan2 swing span2<br>
+---* param twistSpan twist span<br>
+---* param softness 0->1, recommend ~0.8->1. Describes % of limits where movement is free. Beyond this softness %, the limit is gradually enforced until the "hard" (1.0) limit is reached.<br>
+---* param biasFactor 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.<br>
+---* param relaxationFactor 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight velocities which violate the angular limits.
+---@param swingSpan1 float
+---@param swingSpan2 float
+---@param twistSpan float
+---@param softness float
+---@param biasFactor float
+---@param relaxationFactor float
+---@return self
+function Physics3DConeTwistConstraint:setLimit (swingSpan1,swingSpan2,twistSpan,softness,biasFactor,relaxationFactor) end
+---* get A's frame
+---@return mat4_table
+function Physics3DConeTwistConstraint:getAFrame () end
+---* enable motor
+---@param b boolean
+---@return self
+function Physics3DConeTwistConstraint:enableMotor (b) end
+---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,mat4_table:mat4_table,mat4_table:mat4_table):self
+---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:mat4_table):self
+---@param rbA cc.Physics3DRigidBody
+---@param rbB cc.Physics3DRigidBody
+---@param frameA mat4_table
+---@param frameB mat4_table
+---@return self
+function Physics3DConeTwistConstraint:create (rbA,rbB,frameA,frameB) end
+---*
+---@return self
+function Physics3DConeTwistConstraint:Physics3DConeTwistConstraint () end \ No newline at end of file