103 lines
3.9 KiB
Lua
103 lines
3.9 KiB
Lua
---@meta
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---@class cc.Physics3DHingeConstraint :cc.Physics3DConstraint
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local Physics3DHingeConstraint={ }
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cc.Physics3DHingeConstraint=Physics3DHingeConstraint
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---@overload fun(mat4_table:mat4_table,mat4_table:mat4_table):self
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---@overload fun():self
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---@param transA mat4_table
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---@param transB mat4_table
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---@return float
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function Physics3DHingeConstraint:getHingeAngle (transA,transB) end
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---* get motor target velocity
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---@return float
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function Physics3DHingeConstraint:getMotorTargetVelosity () end
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---* get rigid body A's frame offset
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---@return mat4_table
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function Physics3DHingeConstraint:getFrameOffsetA () end
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---* get rigid body B's frame offset
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---@return mat4_table
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function Physics3DHingeConstraint:getFrameOffsetB () 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 Physics3DHingeConstraint:setMaxMotorImpulse (maxMotorImpulse) end
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---* enable angular motor
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---@param enableMotor boolean
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---@param targetVelocity float
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---@param maxMotorImpulse float
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---@return self
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function Physics3DHingeConstraint:enableAngularMotor (enableMotor,targetVelocity,maxMotorImpulse) end
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---* get upper limit
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---@return float
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function Physics3DHingeConstraint:getUpperLimit () end
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---* get max motor impulse
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---@return float
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function Physics3DHingeConstraint:getMaxMotorImpulse () end
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---* get lower limit
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---@return float
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function Physics3DHingeConstraint:getLowerLimit () end
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---* set use frame offset
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---@param frameOffsetOnOff boolean
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---@return self
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function Physics3DHingeConstraint:setUseFrameOffset (frameOffsetOnOff) end
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---* get enable angular motor
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---@return boolean
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function Physics3DHingeConstraint:getEnableAngularMotor () end
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---*
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---@param enableMotor boolean
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---@return self
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function Physics3DHingeConstraint:enableMotor (enableMotor) end
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---* get B's frame
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---@return mat4_table
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function Physics3DHingeConstraint:getBFrame () end
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---* set frames for rigid body A and B
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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 Physics3DHingeConstraint:setFrames (frameA,frameB) end
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---* access for UseFrameOffset
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---@return boolean
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function Physics3DHingeConstraint:getUseFrameOffset () end
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---* set angular only
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---@param angularOnly boolean
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---@return self
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function Physics3DHingeConstraint:setAngularOnly (angularOnly) end
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---* set limit
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---@param low float
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---@param high 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 Physics3DHingeConstraint:setLimit (low,high,_softness,_biasFactor,_relaxationFactor) end
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---* get angular only
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---@return boolean
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function Physics3DHingeConstraint:getAngularOnly () end
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---* set axis
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---@param axisInA vec3_table
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---@return self
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function Physics3DHingeConstraint:setAxis (axisInA) end
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---* get A's frame
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---@return mat4_table
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function Physics3DHingeConstraint:getAFrame () end
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:vec3_table,vec3_table:vec3_table,vec3_table3:boolean):self
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody1:mat4_table,vec3_table2:boolean):self
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table:vec3_table,vec3_table:vec3_table,vec3_table:vec3_table,vec3_table:vec3_table,boolean:boolean):self
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---@overload fun(cc.Physics3DRigidBody:cc.Physics3DRigidBody,cc.Physics3DRigidBody:cc.Physics3DRigidBody,vec3_table2:mat4_table,vec3_table3:mat4_table,vec3_table4:boolean):self
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---@param rbA cc.Physics3DRigidBody
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---@param rbB cc.Physics3DRigidBody
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---@param pivotInA vec3_table
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---@param pivotInB vec3_table
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---@param axisInA vec3_table
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---@param axisInB vec3_table
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---@param useReferenceFrameA boolean
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---@return self
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function Physics3DHingeConstraint:create (rbA,rbB,pivotInA,pivotInB,axisInA,axisInB,useReferenceFrameA) end
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---*
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---@return self
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function Physics3DHingeConstraint:Physics3DHingeConstraint () end |