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---@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<br>
---* param swingSpan1 swing span1<br>
---* param swingSpan2 swing span2<br>
---* param twistSpan twist span<br>
---* 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.<br>
---* param biasFactor 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.<br>
---* 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