axmol/cocos/scripting/lua-bindings/auto/api/Physics3D6DofConstraint.lua

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-- @module Physics3D6DofConstraint
-- @extend Physics3DConstraint
-- @parent_module cc
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-- set linear lower limit
-- @function [parent=#Physics3D6DofConstraint] setLinearLowerLimit
-- @param self
-- @param #vec3_table linearLower
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
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-- get linear lower limit
-- @function [parent=#Physics3D6DofConstraint] getLinearLowerLimit
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- get angular upper limit
-- @function [parent=#Physics3D6DofConstraint] getAngularUpperLimit
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- access for UseFrameOffset
-- @function [parent=#Physics3D6DofConstraint] getUseFrameOffset
-- @param self
-- @return bool#bool ret (return value: bool)
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-- get linear upper limit
-- @function [parent=#Physics3D6DofConstraint] getLinearUpperLimit
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- set angular lower limit
-- @function [parent=#Physics3D6DofConstraint] setAngularLowerLimit
-- @param self
-- @param #vec3_table angularLower
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
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-- is limited?<br>
-- param limitIndex first 3 are linear, next 3 are angular
-- @function [parent=#Physics3D6DofConstraint] isLimited
-- @param self
-- @param #int limitIndex
-- @return bool#bool ret (return value: bool)
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-- set use frame offset
-- @function [parent=#Physics3D6DofConstraint] setUseFrameOffset
-- @param self
-- @param #bool frameOffsetOnOff
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
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-- set linear upper limit
-- @function [parent=#Physics3D6DofConstraint] setLinearUpperLimit
-- @param self
-- @param #vec3_table linearUpper
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
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-- get angular lower limit
-- @function [parent=#Physics3D6DofConstraint] getAngularLowerLimit
-- @param self
-- @return vec3_table#vec3_table ret (return value: vec3_table)
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-- set angular upper limit
-- @function [parent=#Physics3D6DofConstraint] setAngularUpperLimit
-- @param self
-- @param #vec3_table angularUpper
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
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-- @overload self, cc.Physics3DRigidBody, mat4_table, bool
-- @overload self, cc.Physics3DRigidBody, cc.Physics3DRigidBody, mat4_table, mat4_table, bool
-- @function [parent=#Physics3D6DofConstraint] create
-- @param self
-- @param #cc.Physics3DRigidBody rbA
-- @param #cc.Physics3DRigidBody rbB
-- @param #mat4_table frameInA
-- @param #mat4_table frameInB
-- @param #bool useLinearReferenceFrameA
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint ret (return value: cc.Physics3D6DofConstraint)
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--
-- @function [parent=#Physics3D6DofConstraint] Physics3D6DofConstraint
-- @param self
-- @return Physics3D6DofConstraint#Physics3D6DofConstraint self (return value: cc.Physics3D6DofConstraint)
return nil