---@class cc.Physics3DRigidBody :cc.Physics3DObject local Physics3DRigidBody={ } cc.Physics3DRigidBody=Physics3DRigidBody ---* Set the acceleration. ---@param acceleration vec3_table ---@return self function Physics3DRigidBody:setGravity (acceleration) end ---* Get friction. ---@return float function Physics3DRigidBody:getFriction () end ---@overload fun(vec3_table0:float):self ---@overload fun(vec3_table:vec3_table):self ---@param angFac vec3_table ---@return self function Physics3DRigidBody:setAngularFactor (angFac) end ---* ---@param constraint cc.Physics3DConstraint ---@return self function Physics3DRigidBody:addConstraint (constraint) end ---* Get the pointer of btRigidBody. ---@return btRigidBody function Physics3DRigidBody:getRigidBody () end ---* Get total force. ---@return vec3_table function Physics3DRigidBody:getTotalForce () end ---* Get the total number of constraints. ---@return unsigned_int function Physics3DRigidBody:getConstraintCount () end ---* Apply a central force.
---* param force the value of the force ---@param force vec3_table ---@return self function Physics3DRigidBody:applyCentralForce (force) end ---* Set mass and inertia. ---@param mass float ---@param inertia vec3_table ---@return self function Physics3DRigidBody:setMassProps (mass,inertia) end ---* Set friction. ---@param frict float ---@return self function Physics3DRigidBody:setFriction (frict) end ---* Set kinematic object. ---@param kinematic boolean ---@return self function Physics3DRigidBody:setKinematic (kinematic) end ---* Set linear damping and angular damping. ---@param lin_damping float ---@param ang_damping float ---@return self function Physics3DRigidBody:setDamping (lin_damping,ang_damping) end ---* Apply a impulse.
---* param impulse the value of the impulse
---* param rel_pos the position of the impulse ---@param impulse vec3_table ---@param rel_pos vec3_table ---@return self function Physics3DRigidBody:applyImpulse (impulse,rel_pos) end ---* Check rigid body is kinematic object. ---@return boolean function Physics3DRigidBody:isKinematic () end ---* Apply a torque.
---* param torque the value of the torque ---@param torque vec3_table ---@return self function Physics3DRigidBody:applyTorque (torque) end ---* Set motion threshold, don't do continuous collision detection if the motion (in one step) is less then ccdMotionThreshold ---@param ccdMotionThreshold float ---@return self function Physics3DRigidBody:setCcdMotionThreshold (ccdMotionThreshold) end ---* Set rolling friction. ---@param frict float ---@return self function Physics3DRigidBody:setRollingFriction (frict) end ---* Get motion threshold. ---@return float function Physics3DRigidBody:getCcdMotionThreshold () end ---* Get the linear factor. ---@return vec3_table function Physics3DRigidBody:getLinearFactor () end ---* Damps the velocity, using the given linearDamping and angularDamping. ---@param timeStep float ---@return self function Physics3DRigidBody:applyDamping (timeStep) end ---* Get the angular velocity. ---@return vec3_table function Physics3DRigidBody:getAngularVelocity () end ---* ---@param info cc.Physics3DRigidBodyDes ---@return boolean function Physics3DRigidBody:init (info) end ---* Apply a torque impulse.
---* param torque the value of the torque ---@param torque vec3_table ---@return self function Physics3DRigidBody:applyTorqueImpulse (torque) end ---* Active or inactive. ---@param active boolean ---@return self function Physics3DRigidBody:setActive (active) end ---* Set the linear factor. ---@param linearFactor vec3_table ---@return self function Physics3DRigidBody:setLinearFactor (linearFactor) end ---* Set the linear velocity. ---@param lin_vel vec3_table ---@return self function Physics3DRigidBody:setLinearVelocity (lin_vel) end ---* Get the linear velocity. ---@return vec3_table function Physics3DRigidBody:getLinearVelocity () end ---* Set swept sphere radius. ---@param radius float ---@return self function Physics3DRigidBody:setCcdSweptSphereRadius (radius) end ---* Apply a force.
---* param force the value of the force
---* param rel_pos the position of the force ---@param force vec3_table ---@param rel_pos vec3_table ---@return self function Physics3DRigidBody:applyForce (force,rel_pos) end ---* Set the angular velocity. ---@param ang_vel vec3_table ---@return self function Physics3DRigidBody:setAngularVelocity (ang_vel) end ---* Apply a central impulse.
---* param impulse the value of the impulse ---@param impulse vec3_table ---@return self function Physics3DRigidBody:applyCentralImpulse (impulse) end ---* Get the acceleration. ---@return vec3_table function Physics3DRigidBody:getGravity () end ---* Get rolling friction. ---@return float function Physics3DRigidBody:getRollingFriction () end ---* Set the center of mass. ---@param xform mat4_table ---@return self function Physics3DRigidBody:setCenterOfMassTransform (xform) end ---* Set the inverse of local inertia. ---@param diagInvInertia vec3_table ---@return self function Physics3DRigidBody:setInvInertiaDiagLocal (diagInvInertia) end ---@overload fun(cc.Physics3DConstraint0:unsigned_int):self ---@overload fun(cc.Physics3DConstraint:cc.Physics3DConstraint):self ---@param constraint cc.Physics3DConstraint ---@return self function Physics3DRigidBody:removeConstraint (constraint) end ---* Get total torque. ---@return vec3_table function Physics3DRigidBody:getTotalTorque () end ---* Get inverse of mass. ---@return float function Physics3DRigidBody:getInvMass () end ---* Get constraint by index. ---@param idx unsigned_int ---@return cc.Physics3DConstraint function Physics3DRigidBody:getConstraint (idx) end ---* Get restitution. ---@return float function Physics3DRigidBody:getRestitution () end ---* Get swept sphere radius. ---@return float function Physics3DRigidBody:getCcdSweptSphereRadius () end ---* Get hit friction. ---@return float function Physics3DRigidBody:getHitFraction () end ---* Get angular damping. ---@return float function Physics3DRigidBody:getAngularDamping () end ---* Get the inverse of local inertia. ---@return vec3_table function Physics3DRigidBody:getInvInertiaDiagLocal () end ---* Get the center of mass. ---@return mat4_table function Physics3DRigidBody:getCenterOfMassTransform () end ---* Get the angular factor. ---@return vec3_table function Physics3DRigidBody:getAngularFactor () end ---* Set restitution. ---@param rest float ---@return self function Physics3DRigidBody:setRestitution (rest) end ---* Set hit friction. ---@param hitFraction float ---@return self function Physics3DRigidBody:setHitFraction (hitFraction) end ---* Get linear damping. ---@return float function Physics3DRigidBody:getLinearDamping () end ---* override. ---@return mat4_table function Physics3DRigidBody:getWorldTransform () end ---* ---@return self function Physics3DRigidBody:Physics3DRigidBody () end