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Diffstat (limited to 'meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua')
-rw-r--r-- | meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua b/meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua new file mode 100644 index 00000000..24232b95 --- /dev/null +++ b/meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua @@ -0,0 +1,102 @@ + +---@class cc.Physics3DHingeConstraint :cc.Physics3DConstraint +local Physics3DHingeConstraint={ } +cc.Physics3DHingeConstraint=Physics3DHingeConstraint + + + + +---@overload fun(mat4_table:mat4_table,mat4_table:mat4_table):self +---@overload fun():self +---@param transA mat4_table +---@param transB mat4_table +---@return float +function Physics3DHingeConstraint:getHingeAngle (transA,transB) end +---* get motor target velocity +---@return float +function Physics3DHingeConstraint:getMotorTargetVelosity () end +---* get rigid body A's frame offset +---@return mat4_table +function Physics3DHingeConstraint:getFrameOffsetA () end +---* get rigid body B's frame offset +---@return mat4_table +function Physics3DHingeConstraint:getFrameOffsetB () end +---* set max motor impulse +---@param maxMotorImpulse float +---@return self +function Physics3DHingeConstraint:setMaxMotorImpulse (maxMotorImpulse) end +---* enable angular motor +---@param enableMotor boolean +---@param targetVelocity float +---@param maxMotorImpulse float +---@return self +function Physics3DHingeConstraint:enableAngularMotor (enableMotor,targetVelocity,maxMotorImpulse) end +---* get upper limit +---@return float +function Physics3DHingeConstraint:getUpperLimit () end +---* get max motor impulse +---@return float +function Physics3DHingeConstraint:getMaxMotorImpulse () end +---* get lower limit +---@return float +function Physics3DHingeConstraint:getLowerLimit () end +---* set use frame offset +---@param frameOffsetOnOff boolean +---@return self +function Physics3DHingeConstraint:setUseFrameOffset (frameOffsetOnOff) end +---* get enable angular motor +---@return boolean +function Physics3DHingeConstraint:getEnableAngularMotor () end +---* +---@param enableMotor boolean +---@return self +function Physics3DHingeConstraint:enableMotor (enableMotor) end +---* get B's frame +---@return mat4_table +function Physics3DHingeConstraint:getBFrame () end +---* set frames for rigid body A and B +---@param frameA mat4_table +---@param frameB mat4_table +---@return self +function Physics3DHingeConstraint:setFrames (frameA,frameB) end +---* access for UseFrameOffset +---@return boolean +function Physics3DHingeConstraint:getUseFrameOffset () end +---* set angular only +---@param angularOnly boolean +---@return self +function Physics3DHingeConstraint:setAngularOnly (angularOnly) end +---* set limit +---@param low float +---@param high float +---@param _softness float +---@param _biasFactor float +---@param _relaxationFactor float +---@return self +function Physics3DHingeConstraint:setLimit (low,high,_softness,_biasFactor,_relaxationFactor) end +---* get angular only +---@return boolean +function Physics3DHingeConstraint:getAngularOnly () end +---* set axis +---@param axisInA vec3_table +---@return self +function Physics3DHingeConstraint:setAxis (axisInA) end +---* get A's frame +---@return mat4_table +function Physics3DHingeConstraint:getAFrame () end +---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:vec3_table,vec3_table:vec3_table,vec3_table3:boolean):self +---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:mat4_table,vec3_table2:boolean):self +---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table:vec3_table,vec3_table:vec3_table,vec3_table:vec3_table,vec3_table:vec3_table,boolean:boolean):self +---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table2:mat4_table,vec3_table3:mat4_table,vec3_table4:boolean):self +---@param rbA cc.Physics3DRigidBody +---@param rbB cc.Physics3DRigidBody +---@param pivotInA vec3_table +---@param pivotInB vec3_table +---@param axisInA vec3_table +---@param axisInB vec3_table +---@param useReferenceFrameA boolean +---@return self +function Physics3DHingeConstraint:create (rbA,rbB,pivotInA,pivotInB,axisInA,axisInB,useReferenceFrameA) end +---* +---@return self +function Physics3DHingeConstraint:Physics3DHingeConstraint () end
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