axmol/cocos/scripting/lua-bindings/auto/api/Physics3DHingeConstraint.lua

168 lines
6.0 KiB
Lua

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-- @module Physics3DHingeConstraint
-- @extend Physics3DConstraint
-- @parent_module cc
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-- @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)
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-- get motor target velosity
-- @function [parent=#Physics3DHingeConstraint] getMotorTargetVelosity
-- @param self
-- @return float#float ret (return value: float)
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-- get rigid body A's frame offset
-- @function [parent=#Physics3DHingeConstraint] getFrameOffsetA
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- get rigid body B's frame offset
-- @function [parent=#Physics3DHingeConstraint] getFrameOffsetB
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- set max motor impulse
-- @function [parent=#Physics3DHingeConstraint] setMaxMotorImpulse
-- @param self
-- @param #float maxMotorImpulse
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
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-- 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)
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-- get upper limit
-- @function [parent=#Physics3DHingeConstraint] getUpperLimit
-- @param self
-- @return float#float ret (return value: float)
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-- get max motor impulse
-- @function [parent=#Physics3DHingeConstraint] getMaxMotorImpulse
-- @param self
-- @return float#float ret (return value: float)
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-- get lower limit
-- @function [parent=#Physics3DHingeConstraint] getLowerLimit
-- @param self
-- @return float#float ret (return value: float)
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-- set use frame offset
-- @function [parent=#Physics3DHingeConstraint] setUseFrameOffset
-- @param self
-- @param #bool frameOffsetOnOff
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
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-- get enable angular motor
-- @function [parent=#Physics3DHingeConstraint] getEnableAngularMotor
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#Physics3DHingeConstraint] enableMotor
-- @param self
-- @param #bool enableMotor
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
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-- get B's frame
-- @function [parent=#Physics3DHingeConstraint] getBFrame
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- 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)
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-- access for UseFrameOffset
-- @function [parent=#Physics3DHingeConstraint] getUseFrameOffset
-- @param self
-- @return bool#bool ret (return value: bool)
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-- set angular only
-- @function [parent=#Physics3DHingeConstraint] setAngularOnly
-- @param self
-- @param #bool angularOnly
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
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-- 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)
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-- get angular only
-- @function [parent=#Physics3DHingeConstraint] getAngularOnly
-- @param self
-- @return bool#bool ret (return value: bool)
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-- set axis
-- @function [parent=#Physics3DHingeConstraint] setAxis
-- @param self
-- @param #vec3_table axisInA
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
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-- get A's frame
-- @function [parent=#Physics3DHingeConstraint] getAFrame
-- @param self
-- @return mat4_table#mat4_table ret (return value: mat4_table)
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-- @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)
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--
-- @function [parent=#Physics3DHingeConstraint] Physics3DHingeConstraint
-- @param self
-- @return Physics3DHingeConstraint#Physics3DHingeConstraint self (return value: cc.Physics3DHingeConstraint)
return nil