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