-------------------------------- -- @module Physics3DHingeConstraint -- @extend Physics3DConstraint -- @parent_module cc -------------------------------- -- @overload self, mat4_table, mat4_table -- @overload self -- @function [parent=#Physics3DHingeConstraint] getHingeAngle -- @param self -- @param #mat4_table transA -- @param #mat4_table transB -- @return float#float ret (return value: float) -------------------------------- -- get motor target velosity -- @function [parent=#Physics3DHingeConstraint] getMotorTargetVelosity -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get rigid body A's frame offset -- @function [parent=#Physics3DHingeConstraint] getFrameOffsetA -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- get rigid body B's frame offset -- @function [parent=#Physics3DHingeConstraint] getFrameOffsetB -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- set max motor impulse -- @function [parent=#Physics3DHingeConstraint] setMaxMotorImpulse -- @param self -- @param #float maxMotorImpulse -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- enable angular motor -- @function [parent=#Physics3DHingeConstraint] enableAngularMotor -- @param self -- @param #bool enableMotor -- @param #float targetVelocity -- @param #float maxMotorImpulse -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- get upper limit -- @function [parent=#Physics3DHingeConstraint] getUpperLimit -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get max motor impulse -- @function [parent=#Physics3DHingeConstraint] getMaxMotorImpulse -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get lower limit -- @function [parent=#Physics3DHingeConstraint] getLowerLimit -- @param self -- @return float#float ret (return value: float) -------------------------------- -- set use frame offset -- @function [parent=#Physics3DHingeConstraint] setUseFrameOffset -- @param self -- @param #bool frameOffsetOnOff -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- get enable angular motor -- @function [parent=#Physics3DHingeConstraint] getEnableAngularMotor -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- -- @function [parent=#Physics3DHingeConstraint] enableMotor -- @param self -- @param #bool enableMotor -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- get B's frame -- @function [parent=#Physics3DHingeConstraint] getBFrame -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- set frames for rigid body A and B -- @function [parent=#Physics3DHingeConstraint] setFrames -- @param self -- @param #mat4_table frameA -- @param #mat4_table frameB -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- access for UseFrameOffset -- @function [parent=#Physics3DHingeConstraint] getUseFrameOffset -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- set angular only -- @function [parent=#Physics3DHingeConstraint] setAngularOnly -- @param self -- @param #bool angularOnly -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- set limit -- @function [parent=#Physics3DHingeConstraint] setLimit -- @param self -- @param #float low -- @param #float high -- @param #float _softness -- @param #float _biasFactor -- @param #float _relaxationFactor -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- get angular only -- @function [parent=#Physics3DHingeConstraint] getAngularOnly -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- set axis -- @function [parent=#Physics3DHingeConstraint] setAxis -- @param self -- @param #vec3_table axisInA -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) -------------------------------- -- get A's frame -- @function [parent=#Physics3DHingeConstraint] getAFrame -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- @overload self, cc.Physics3DRigidBody, vec3_table, vec3_table, bool -- @overload self, cc.Physics3DRigidBody, mat4_table, bool -- @overload self, cc.Physics3DRigidBody, cc.Physics3DRigidBody, vec3_table, vec3_table, vec3_table, vec3_table, bool -- @overload self, cc.Physics3DRigidBody, cc.Physics3DRigidBody, mat4_table, mat4_table, bool -- @function [parent=#Physics3DHingeConstraint] create -- @param self -- @param #cc.Physics3DRigidBody rbA -- @param #cc.Physics3DRigidBody rbB -- @param #vec3_table pivotInA -- @param #vec3_table pivotInB -- @param #vec3_table axisInA -- @param #vec3_table axisInB -- @param #bool useReferenceFrameA -- @return Physics3DHingeConstraint#Physics3DHingeConstraint ret (return value: cc.Physics3DHingeConstraint) -------------------------------- -- -- @function [parent=#Physics3DHingeConstraint] Physics3DHingeConstraint -- @param self -- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint) return nil