summaryrefslogtreecommitdiff
path: root/meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua
diff options
context:
space:
mode:
Diffstat (limited to 'meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua')
m---------meta/3rd/Cocos4.00
-rw-r--r--meta/3rd/Cocos4.0/library/cc/Physics3DHingeConstraint.lua103
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 \ No newline at end of file