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 | |
| void | setMaxMotorImpulseNormalized (float maxMotorImpulse) |
| set max motor impulse normalize | |
| local | setMaxMotorImpulseNormalized ( local 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 | |
| var | GetPointForAngle ( var fAngleInRadians, var fLength) |
| get point for angle | |
| local | GetPointForAngle ( local fAngleInRadians, local fLength) |
| 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 | |
| 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 | |
| Physics3DRigidBody * | getBodyB () const |
| get rigid body b the Physics3DRigidBody B | |
| ConstraintType | getConstraintType () const |
| 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, |
||
| float | biasFactor = 0.3f, |
||
| float | 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.
| var setLimit | ( | var | swingSpan1, |
| var | swingSpan2, | ||
| var | twistSpan, | ||
| var | softness = 1.f, |
||
| var | biasFactor = 0.3f, |
||
| 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, |
||
| local | biasFactor = 0.3f, |
||
| 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()