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-rw-r--r--meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua102
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
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+++ b/meta/3rd/Cocos4.0/cc.Physics3DHingeConstraint.lua
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+
+---@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 \ No newline at end of file