---@class cc.Physics3DPointToPointConstraint :cc.Physics3DConstraint local Physics3DPointToPointConstraint={ } cc.Physics3DPointToPointConstraint=Physics3DPointToPointConstraint ---* get pivot point in A's local space ---@return vec3_table function Physics3DPointToPointConstraint:getPivotPointInA () end ---* get pivot point in B's local space ---@return vec3_table function Physics3DPointToPointConstraint:getPivotPointInB () end ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table:vec3_table,vec3_table:vec3_table):self ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:vec3_table):self ---@param rbA cc.Physics3DRigidBody ---@param rbB cc.Physics3DRigidBody ---@param pivotPointInA vec3_table ---@param pivotPointInB vec3_table ---@return boolean function Physics3DPointToPointConstraint:init (rbA,rbB,pivotPointInA,pivotPointInB) end ---* set pivot point in A's local space ---@param pivotA vec3_table ---@return self function Physics3DPointToPointConstraint:setPivotPointInA (pivotA) end ---* set pivot point in B's local space ---@param pivotB vec3_table ---@return self function Physics3DPointToPointConstraint:setPivotPointInB (pivotB) end ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table:vec3_table,vec3_table:vec3_table):self ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:vec3_table):self ---@param rbA cc.Physics3DRigidBody ---@param rbB cc.Physics3DRigidBody ---@param pivotPointInA vec3_table ---@param pivotPointInB vec3_table ---@return self function Physics3DPointToPointConstraint:create (rbA,rbB,pivotPointInA,pivotPointInB) end ---* ---@return self function Physics3DPointToPointConstraint:Physics3DPointToPointConstraint () end