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Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua')
m--------- | meta/3rd/Cocos4.0 | 0 | ||||
-rw-r--r-- | meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua | 103 |
2 files changed, 0 insertions, 103 deletions
diff --git a/meta/3rd/Cocos4.0 b/meta/3rd/Cocos4.0 new file mode 160000 +Subproject c0b2259e0d367561fd4563ae114b029b4dfe3a8 diff --git a/meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua b/meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua deleted file mode 100644 index 9ddd60bf..00000000 --- a/meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua +++ /dev/null @@ -1,103 +0,0 @@ ----@meta - ----@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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