It is a special point to point constraint that adds cone and twist axis limits. More...
Inherits Physics3DConstraint.
Public Member Functions | |
void | setLimit (float swingSpan1, float swingSpan2, float twistSpan, float softness=1.f, float biasFactor=0.3f, float relaxationFactor=1.0f) |
set limits swing span1 swing span2 twist span 0->1, recommend ~0.8->1. More... | |
var | setLimit ( var swingSpan1, var swingSpan2, var twistSpan, var f, var 3f, var 0f) |
set limits swing span1 swing span2 twist span 0->1, recommend ~0.8->1. More... | |
local | setLimit ( local swingSpan1, local swingSpan2, local twistSpan, local f, local 3f, local 0f) |
set limits swing span1 swing span2 twist span 0->1, recommend ~0.8->1. More... | |
cocos2d::Mat4 | getAFrame () const |
get A's frame | |
cocos2d::Mat4 | getBFrame () const |
get B's frame | |
float | getSwingSpan1 () const |
get swing span1 | |
var | getSwingSpan1 () |
get swing span1 | |
local | getSwingSpan1 () |
get swing span1 | |
float | getSwingSpan2 () const |
get swing span2 | |
float | getTwistSpan () const |
get twist span | |
var | getTwistSpan () |
get twist span | |
local | getTwistSpan () |
get twist span | |
float | getTwistAngle () const |
get twist angle | |
void | setDamping (float damping) |
set damping | |
void | enableMotor (bool b) |
enable motor | |
void | setMaxMotorImpulse (float maxMotorImpulse) |
set max motor impulse | |
var | setMaxMotorImpulse ( var maxMotorImpulse) |
set max motor impulse | |
local | setMaxMotorImpulse ( local maxMotorImpulse) |
set max motor impulse | |
void | setMaxMotorImpulseNormalized (float maxMotorImpulse) |
set max motor impulse normalize | |
float | getFixThresh () const |
get fix thresh | |
void | setFixThresh (float fixThresh) |
set fix thresh | |
var | setFixThresh ( var fixThresh) |
set fix thresh | |
local | setFixThresh ( local fixThresh) |
set fix thresh | |
void | setMotorTarget (const btQuaternion &q) |
setMotorTarget the desired rotation of bodyA wrt bodyB. More... | |
var | setMotorTarget ( var q) |
setMotorTarget the desired rotation of bodyA wrt bodyB. More... | |
local | setMotorTarget ( local q) |
setMotorTarget the desired rotation of bodyA wrt bodyB. More... | |
void | setMotorTargetInConstraintSpace (const btQuaternion &q) |
setMotorTarget, q is the desired rotation of frameA wrt frameB in constraint space | |
cocos2d::Vec3 | GetPointForAngle (float fAngleInRadians, float fLength) const |
get point for angle | |
virtual void | setFrames (const cocos2d::Mat4 &frameA, const cocos2d::Mat4 &frameB) |
set A and B's frame | |
cocos2d::Mat4 | getFrameOffsetA () const |
get A's frame offset | |
cocos2d::Mat4 | getFrameOffsetB () const |
get B's frame offset | |
Public Member Functions inherited from Physics3DConstraint | |
float | getBreakingImpulse () const |
get the impulse that break the constraint the impulse that break the constraint | |
var | getBreakingImpulse () |
get the impulse that break the constraint the impulse that break the constraint | |
local | getBreakingImpulse () |
get the impulse that break the constraint the impulse that break the constraint | |
void | setBreakingImpulse (float impulse) |
set the impulse that break the constraint the impulse that break the constraint | |
bool | isEnabled () const |
is it enabled whether the constraint is enabled | |
void | setEnabled (bool enabled) |
set enable or not whether the constraint will be enabled | |
Physics3DRigidBody * | getBodyA () const |
get rigid body a the Physics3DRigidBody A | |
local | getBodyA () |
get rigid body a the Physics3DRigidBody A | |
Physics3DRigidBody * | getBodyB () const |
get rigid body b the Physics3DRigidBody B | |
local | getBodyB () |
get rigid body b the Physics3DRigidBody B | |
ConstraintType | getConstraintType () const |
get constraint type the constraint type | |
var | getConstraintType () |
get constraint type the constraint type | |
local | getConstraintType () |
get constraint type the constraint type | |
void | setUserData (void *userData) |
get user data the user data will be seted | |
void * | getUserData () const |
get user data the user data | |
int | getOverrideNumSolverIterations () const |
get override number of solver iterations the override number of solver iterations | |
void | setOverrideNumSolverIterations (int overideNumIterations) |
override the number of constraint solver iterations used to solve this constraint, -1 will use the default number of iterations, as specified in SolverInfo.m_numIterations the number of constraint solver iterations | |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
local | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
local | getReferenceCount () |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. | |
Static Public Member Functions | |
static Physics3DConeTwistConstraint * | create (Physics3DRigidBody *rbA, const cocos2d::Mat4 &frameA) |
create cone twist constraint | |
local | create ( local rbA, local frameA) |
create cone twist constraint | |
static Physics3DConeTwistConstraint * | create (Physics3DRigidBody *rbA, Physics3DRigidBody *rbB, const cocos2d::Mat4 &frameA, const cocos2d::Mat4 &frameB) |
create cone twist constraint | |
var | create ( var rbA, var rbB, var frameA, var frameB) |
create cone twist constraint | |
local | create ( local rbA, local rbB, local frameA, local frameB) |
create cone twist constraint | |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
unsigned int | _ID |
object id, ScriptSupport need public _ID | |
local | _ID |
object id, ScriptSupport need public _ID | |
int | _luaID |
Lua reference id. | |
local | _luaID |
Lua reference id. | |
void * | _scriptObject |
scriptObject, support for swift | |
local | _scriptObject |
scriptObject, support for swift | |
bool | _rooted |
When true, it means that the object was already rooted. | |
local | _rooted |
When true, it means that the object was already rooted. | |
bool | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
local | _scriptOwned |
The life of the object is scrolled by the scripting engine. More... | |
It is a special point to point constraint that adds cone and twist axis limits.
The x-axis serves as twist axis.
void setLimit | ( | float | swingSpan1, |
float | swingSpan2, | ||
float | twistSpan, | ||
float | softness = 1.f , |
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float | biasFactor = 0.3f , |
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float | relaxationFactor = 1.0f |
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) |
set limits swing span1 swing span2 twist span 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. 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation. 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight velocities which violate the angular limits.
var setLimit | ( | var | swingSpan1, |
var | swingSpan2, | ||
var | twistSpan, | ||
var | softness = 1.f , |
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var | biasFactor = 0.3f , |
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var | relaxationFactor = 1.0f |
||
) |
set limits swing span1 swing span2 twist span 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. 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation. 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight velocities which violate the angular limits.
local setLimit | ( | local | swingSpan1, |
local | swingSpan2, | ||
local | twistSpan, | ||
local | softness = 1.f , |
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local | biasFactor = 0.3f , |
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local | relaxationFactor = 1.0f |
||
) |
set limits swing span1 swing span2 twist span 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. 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order (angular, not angular velocity) limit violation. 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight velocities which violate the angular limits.
void setMotorTarget | ( | const btQuaternion & | q | ) |
setMotorTarget the desired rotation of bodyA wrt bodyB.
Note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability), also don't forget to enableMotor()
var setMotorTarget | ( | var | q | ) |
setMotorTarget the desired rotation of bodyA wrt bodyB.
Note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability), also don't forget to enableMotor()
local setMotorTarget | ( | local | q | ) |
setMotorTarget the desired rotation of bodyA wrt bodyB.
Note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability), also don't forget to enableMotor()