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