---@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