---@meta ---@class cc.Physics3DConstraint :cc.Ref local Physics3DConstraint={ } cc.Physics3DConstraint=Physics3DConstraint ---* set enable or not ---@param enabled boolean ---@return self function Physics3DConstraint:setEnabled (enabled) end ---* set the impulse that break the constraint ---@param impulse float ---@return self function Physics3DConstraint:setBreakingImpulse (impulse) end ---* get user data ---@return void function Physics3DConstraint:getUserData () end ---* get the impulse that break the constraint ---@return float function Physics3DConstraint:getBreakingImpulse () end ---* get rigid body a ---@return cc.Physics3DRigidBody function Physics3DConstraint:getBodyA () end ---* is it enabled ---@return boolean function Physics3DConstraint:isEnabled () end ---* get override number of solver iterations ---@return int function Physics3DConstraint:getOverrideNumSolverIterations () end ---* get rigid body b ---@return cc.Physics3DRigidBody function Physics3DConstraint:getBodyB () end ---* override the number of constraint solver iterations used to solve this constraint, -1 will use the default number of iterations, as specified in SolverInfo.m_numIterations ---@param overrideNumIterations int ---@return self function Physics3DConstraint:setOverrideNumSolverIterations (overrideNumIterations) end ---* get constraint type ---@return int function Physics3DConstraint:getConstraintType () end ---* get user data ---@param userData void ---@return self function Physics3DConstraint:setUserData (userData) end ---* ---@return btTypedConstraint function Physics3DConstraint:getbtContraint () end