-------------------------------- -- @module Physics3DConeTwistConstraint -- @extend Physics3DConstraint -- @parent_module cc -------------------------------- -- get B's frame -- @function [parent=#Physics3DConeTwistConstraint] getBFrame -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- set fix thresh -- @function [parent=#Physics3DConeTwistConstraint] setFixThresh -- @param self -- @param #float fixThresh -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- get B's frame offset -- @function [parent=#Physics3DConeTwistConstraint] getFrameOffsetB -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- get A's frame offset -- @function [parent=#Physics3DConeTwistConstraint] getFrameOffsetA -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- get fix thresh -- @function [parent=#Physics3DConeTwistConstraint] getFixThresh -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get swing span2 -- @function [parent=#Physics3DConeTwistConstraint] getSwingSpan2 -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get swing span1 -- @function [parent=#Physics3DConeTwistConstraint] getSwingSpan1 -- @param self -- @return float#float ret (return value: float) -------------------------------- -- set max motor impulse -- @function [parent=#Physics3DConeTwistConstraint] setMaxMotorImpulse -- @param self -- @param #float maxMotorImpulse -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- set A and B's frame -- @function [parent=#Physics3DConeTwistConstraint] setFrames -- @param self -- @param #mat4_table frameA -- @param #mat4_table frameB -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- get twist angle -- @function [parent=#Physics3DConeTwistConstraint] getTwistAngle -- @param self -- @return float#float ret (return value: float) -------------------------------- -- get point for angle -- @function [parent=#Physics3DConeTwistConstraint] GetPointForAngle -- @param self -- @param #float fAngleInRadians -- @param #float fLength -- @return vec3_table#vec3_table ret (return value: vec3_table) -------------------------------- -- set max motor impulse normalize -- @function [parent=#Physics3DConeTwistConstraint] setMaxMotorImpulseNormalized -- @param self -- @param #float maxMotorImpulse -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- get twist span -- @function [parent=#Physics3DConeTwistConstraint] getTwistSpan -- @param self -- @return float#float ret (return value: float) -------------------------------- -- set damping -- @function [parent=#Physics3DConeTwistConstraint] setDamping -- @param self -- @param #float damping -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- set limits
-- param swingSpan1 swing span1
-- param swingSpan2 swing span2
-- param twistSpan twist span
-- 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.
-- param biasFactor 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation.
-- 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. -- @function [parent=#Physics3DConeTwistConstraint] setLimit -- @param self -- @param #float swingSpan1 -- @param #float swingSpan2 -- @param #float twistSpan -- @param #float softness -- @param #float biasFactor -- @param #float relaxationFactor -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- get A's frame -- @function [parent=#Physics3DConeTwistConstraint] getAFrame -- @param self -- @return mat4_table#mat4_table ret (return value: mat4_table) -------------------------------- -- enable motor -- @function [parent=#Physics3DConeTwistConstraint] enableMotor -- @param self -- @param #bool b -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- @overload self, cc.Physics3DRigidBody, cc.Physics3DRigidBody, mat4_table, mat4_table -- @overload self, cc.Physics3DRigidBody, mat4_table -- @function [parent=#Physics3DConeTwistConstraint] create -- @param self -- @param #cc.Physics3DRigidBody rbA -- @param #cc.Physics3DRigidBody rbB -- @param #mat4_table frameA -- @param #mat4_table frameB -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint ret (return value: cc.Physics3DConeTwistConstraint) -------------------------------- -- -- @function [parent=#Physics3DConeTwistConstraint] Physics3DConeTwistConstraint -- @param self -- @return Physics3DConeTwistConstraint#Physics3DConeTwistConstraint self (return value: cc.Physics3DConeTwistConstraint) return nil