92 lines
3.5 KiB
Lua
92 lines
3.5 KiB
Lua
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---@meta
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---@class cc.Physics3DConeTwistConstraint :cc.Physics3DConstraint
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local Physics3DConeTwistConstraint={ }
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cc.Physics3DConeTwistConstraint=Physics3DConeTwistConstraint
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---* get B's frame
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---@return mat4_table
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function Physics3DConeTwistConstraint:getBFrame () end
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---* set fix thresh
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---@param fixThresh float
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---@return self
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function Physics3DConeTwistConstraint:setFixThresh (fixThresh) end
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---* get B's frame offset
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---@return mat4_table
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function Physics3DConeTwistConstraint:getFrameOffsetB () end
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---* get A's frame offset
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---@return mat4_table
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function Physics3DConeTwistConstraint:getFrameOffsetA () end
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---* get fix thresh
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---@return float
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function Physics3DConeTwistConstraint:getFixThresh () end
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---* get swing span2
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---@return float
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function Physics3DConeTwistConstraint:getSwingSpan2 () end
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---* get swing span1
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---@return float
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function Physics3DConeTwistConstraint:getSwingSpan1 () end
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---* set max motor impulse
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---@param maxMotorImpulse float
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---@return self
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function Physics3DConeTwistConstraint:setMaxMotorImpulse (maxMotorImpulse) end
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---* set A and B's frame
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---@param frameA mat4_table
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---@param frameB mat4_table
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---@return self
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function Physics3DConeTwistConstraint:setFrames (frameA,frameB) end
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---* get twist angle
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---@return float
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function Physics3DConeTwistConstraint:getTwistAngle () end
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---* get point for angle
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---@param fAngleInRadians float
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---@param fLength float
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---@return vec3_table
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function Physics3DConeTwistConstraint:GetPointForAngle (fAngleInRadians,fLength) end
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---* set max motor impulse normalize
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---@param maxMotorImpulse float
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---@return self
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function Physics3DConeTwistConstraint:setMaxMotorImpulseNormalized (maxMotorImpulse) end
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---* get twist span
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---@return float
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function Physics3DConeTwistConstraint:getTwistSpan () end
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---* set damping
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---@param damping float
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---@return self
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function Physics3DConeTwistConstraint:setDamping (damping) end
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---* set limits<br>
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---* param swingSpan1 swing span1<br>
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---* param swingSpan2 swing span2<br>
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---* param twistSpan twist span<br>
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---* 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>
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---* 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>
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---* 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.
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---@param swingSpan1 float
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---@param swingSpan2 float
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---@param twistSpan float
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---@param softness float
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---@param biasFactor float
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---@param relaxationFactor float
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---@return self
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function Physics3DConeTwistConstraint:setLimit (swingSpan1,swingSpan2,twistSpan,softness,biasFactor,relaxationFactor) end
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---* get A's frame
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---@return mat4_table
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function Physics3DConeTwistConstraint:getAFrame () end
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---* enable motor
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---@param b boolean
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---@return self
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function Physics3DConeTwistConstraint:enableMotor (b) end
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,mat4_table:mat4_table,mat4_table:mat4_table):self
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:mat4_table):self
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---@param rbA cc.Physics3DRigidBody
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---@param rbB cc.Physics3DRigidBody
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---@param frameA mat4_table
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---@param frameB mat4_table
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---@return self
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function Physics3DConeTwistConstraint:create (rbA,rbB,frameA,frameB) end
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---*
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---@return self
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function Physics3DConeTwistConstraint:Physics3DConeTwistConstraint () end
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