---@meta ---@class cc.Physics3DConeTwistConstraint :cc.Physics3DConstraint local Physics3DConeTwistConstraint={ } cc.Physics3DConeTwistConstraint=Physics3DConeTwistConstraint ---* get B's frame ---@return mat4_table function Physics3DConeTwistConstraint:getBFrame () end ---* set fix thresh ---@param fixThresh float ---@return self function Physics3DConeTwistConstraint:setFixThresh (fixThresh) end ---* get B's frame offset ---@return mat4_table function Physics3DConeTwistConstraint:getFrameOffsetB () end ---* get A's frame offset ---@return mat4_table function Physics3DConeTwistConstraint:getFrameOffsetA () end ---* get fix thresh ---@return float function Physics3DConeTwistConstraint:getFixThresh () end ---* get swing span2 ---@return float function Physics3DConeTwistConstraint:getSwingSpan2 () end ---* get swing span1 ---@return float function Physics3DConeTwistConstraint:getSwingSpan1 () end ---* set max motor impulse ---@param maxMotorImpulse float ---@return self function Physics3DConeTwistConstraint:setMaxMotorImpulse (maxMotorImpulse) end ---* set A and B's frame ---@param frameA mat4_table ---@param frameB mat4_table ---@return self function Physics3DConeTwistConstraint:setFrames (frameA,frameB) end ---* get twist angle ---@return float function Physics3DConeTwistConstraint:getTwistAngle () end ---* get point for angle ---@param fAngleInRadians float ---@param fLength float ---@return vec3_table function Physics3DConeTwistConstraint:GetPointForAngle (fAngleInRadians,fLength) end ---* set max motor impulse normalize ---@param maxMotorImpulse float ---@return self function Physics3DConeTwistConstraint:setMaxMotorImpulseNormalized (maxMotorImpulse) end ---* get twist span ---@return float function Physics3DConeTwistConstraint:getTwistSpan () end ---* set damping ---@param damping float ---@return self function Physics3DConeTwistConstraint:setDamping (damping) end ---* set limits
---* param swingSpan1 swing span1
---* param swingSpan2 swing span2
---* param twistSpan twist span
---* param softness 0->1, recommend ~0.8->1. Describes % of limits where movement is free. Beyond this softness %, the limit is gradually enforced until the "hard" (1.0) limit is reached.
---* param biasFactor 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.
---* param relaxationFactor 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight velocities which violate the angular limits. ---@param swingSpan1 float ---@param swingSpan2 float ---@param twistSpan float ---@param softness float ---@param biasFactor float ---@param relaxationFactor float ---@return self function Physics3DConeTwistConstraint:setLimit (swingSpan1,swingSpan2,twistSpan,softness,biasFactor,relaxationFactor) end ---* get A's frame ---@return mat4_table function Physics3DConeTwistConstraint:getAFrame () end ---* enable motor ---@param b boolean ---@return self function Physics3DConeTwistConstraint:enableMotor (b) end ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,mat4_table:mat4_table,mat4_table:mat4_table):self ---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:mat4_table):self ---@param rbA cc.Physics3DRigidBody ---@param rbB cc.Physics3DRigidBody ---@param frameA mat4_table ---@param frameB mat4_table ---@return self function Physics3DConeTwistConstraint:create (rbA,rbB,frameA,frameB) end ---* ---@return self function Physics3DConeTwistConstraint:Physics3DConeTwistConstraint () end