---@class cc.PhysicsJointSpring :cc.PhysicsJoint local PhysicsJointSpring={ } cc.PhysicsJointSpring=PhysicsJointSpring ---* Set the anchor point on body b. ---@param anchr2 vec2_table ---@return self function PhysicsJointSpring:setAnchr2 (anchr2) end ---* Set the anchor point on body a. ---@param anchr1 vec2_table ---@return self function PhysicsJointSpring:setAnchr1 (anchr1) end ---* Get the spring soft constant. ---@return float function PhysicsJointSpring:getDamping () end ---* Set the spring constant. ---@param stiffness float ---@return self function PhysicsJointSpring:setStiffness (stiffness) end ---* Get the distance of the anchor points. ---@return float function PhysicsJointSpring:getRestLength () end ---* Get the anchor point on body b. ---@return vec2_table function PhysicsJointSpring:getAnchr2 () end ---* Get the anchor point on body a. ---@return vec2_table function PhysicsJointSpring:getAnchr1 () end ---* Get the spring constant. ---@return float function PhysicsJointSpring:getStiffness () end ---* ---@return boolean function PhysicsJointSpring:createConstraints () end ---* Set the distance of the anchor points. ---@param restLength float ---@return self function PhysicsJointSpring:setRestLength (restLength) end ---* Set the spring soft constant. ---@param damping float ---@return self function PhysicsJointSpring:setDamping (damping) end ---* Create a fixed distance joint.
---* param a A is the body to connect.
---* param b B is the body to connect.
---* param anchr1 Anchr1 is the anchor point on body a.
---* param anchr2 Anchr2 is the anchor point on body b.
---* param stiffness It's the spring constant.
---* param damping It's how soft to make the damping of the spring.
---* return A object pointer. ---@param a cc.PhysicsBody ---@param b cc.PhysicsBody ---@param anchr1 vec2_table ---@param anchr2 vec2_table ---@param stiffness float ---@param damping float ---@return self function PhysicsJointSpring:construct (a,b,anchr1,anchr2,stiffness,damping) end