axmol/cocos/scripting/lua-bindings/auto/api/PhysicsJointSpring.lua

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-- @module PhysicsJointSpring
-- @extend PhysicsJoint
-- @parent_module cc
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-- Set the anchor point on body b.
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-- @function [parent=#PhysicsJointSpring] setAnchr2
-- @param self
-- @param #vec2_table anchr2
-- @return PhysicsJointSpring#PhysicsJointSpring self (return value: cc.PhysicsJointSpring)
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-- Set the anchor point on body a.
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-- @function [parent=#PhysicsJointSpring] setAnchr1
-- @param self
-- @param #vec2_table anchr1
-- @return PhysicsJointSpring#PhysicsJointSpring self (return value: cc.PhysicsJointSpring)
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-- Get the spring soft constant.
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-- @function [parent=#PhysicsJointSpring] getDamping
-- @param self
-- @return float#float ret (return value: float)
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-- Set the spring constant.
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-- @function [parent=#PhysicsJointSpring] setStiffness
-- @param self
-- @param #float stiffness
-- @return PhysicsJointSpring#PhysicsJointSpring self (return value: cc.PhysicsJointSpring)
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-- Get the distance of the anchor points.
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-- @function [parent=#PhysicsJointSpring] getRestLength
-- @param self
-- @return float#float ret (return value: float)
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-- Get the anchor point on body b.
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-- @function [parent=#PhysicsJointSpring] getAnchr2
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- Get the anchor point on body a.
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-- @function [parent=#PhysicsJointSpring] getAnchr1
-- @param self
-- @return vec2_table#vec2_table ret (return value: vec2_table)
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-- Get the spring constant.
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-- @function [parent=#PhysicsJointSpring] getStiffness
-- @param self
-- @return float#float ret (return value: float)
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--
-- @function [parent=#PhysicsJointSpring] createConstraints
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Set the distance of the anchor points.
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-- @function [parent=#PhysicsJointSpring] setRestLength
-- @param self
-- @param #float restLength
-- @return PhysicsJointSpring#PhysicsJointSpring self (return value: cc.PhysicsJointSpring)
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-- Set the spring soft constant.
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-- @function [parent=#PhysicsJointSpring] setDamping
-- @param self
-- @param #float damping
-- @return PhysicsJointSpring#PhysicsJointSpring self (return value: cc.PhysicsJointSpring)
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-- Create a fixed distance joint.<br>
-- param a A is the body to connect.<br>
-- param b B is the body to connect.<br>
-- param anchr1 Anchr1 is the anchor point on body a.<br>
-- param anchr2 Anchr2 is the anchor point on body b.<br>
-- param stiffness It's the spring constant.<br>
-- param damping It's how soft to make the damping of the spring.<br>
-- return A object pointer.
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-- @function [parent=#PhysicsJointSpring] construct
-- @param self
-- @param #cc.PhysicsBody a
-- @param #cc.PhysicsBody b
-- @param #vec2_table anchr1
-- @param #vec2_table anchr2
-- @param #float stiffness
-- @param #float damping
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-- @return PhysicsJointSpring#PhysicsJointSpring ret (return value: cc.PhysicsJointSpring)
return nil