_ID | Ref | |
_luaID | Ref | |
_rooted | Ref | |
_scriptObject | Ref | |
_scriptOwned | Ref | |
autorelease() | Ref | |
create(Physics3DRigidBody *rbA, const cocos2d::Mat4 &rbAFrame, bool useReferenceFrameA=false) | Physics3DHingeConstraint | static |
create(Physics3DRigidBody *rbA, const cocos2d::Vec3 &pivotInA, const cocos2d::Vec3 &axisInA, bool useReferenceFrameA=false) | Physics3DHingeConstraint | static |
create(Physics3DRigidBody *rbA, Physics3DRigidBody *rbB, const cocos2d::Vec3 &pivotInA, const cocos2d::Vec3 &pivotInB, cocos2d::Vec3 &axisInA, cocos2d::Vec3 &axisInB, bool useReferenceFrameA=false) | Physics3DHingeConstraint | static |
create(Physics3DRigidBody *rbA, Physics3DRigidBody *rbB, const cocos2d::Mat4 &rbAFrame, const cocos2d::Mat4 &rbBFrame, bool useReferenceFrameA=false) | Physics3DHingeConstraint | static |
enableAngularMotor(bool enableMotor, float targetVelocity, float maxMotorImpulse) | Physics3DHingeConstraint | |
enableMotor(bool enableMotor) | Physics3DHingeConstraint | |
getAFrame() const | Physics3DHingeConstraint | |
getAngularOnly() const | Physics3DHingeConstraint | |
getBFrame() const | Physics3DHingeConstraint | |
getBodyA() const | Physics3DConstraint | inline |
getBodyB() const | Physics3DConstraint | inline |
getBreakingImpulse() const | Physics3DConstraint | |
getConstraintType() const | Physics3DConstraint | inline |
getEnableAngularMotor() const | Physics3DHingeConstraint | |
getFrameOffsetA() const | Physics3DHingeConstraint | |
getFrameOffsetB() const | Physics3DHingeConstraint | |
getHingeAngle() const | Physics3DHingeConstraint | |
getHingeAngle(const cocos2d::Mat4 &transA, const cocos2d::Mat4 &transB) | Physics3DHingeConstraint | |
getLowerLimit() const | Physics3DHingeConstraint | |
getMaxMotorImpulse() const | Physics3DHingeConstraint | |
getMotorTargetVelosity() const | Physics3DHingeConstraint | |
getOverrideNumSolverIterations() const | Physics3DConstraint | |
getReferenceCount() const | Ref | |
getUpperLimit() const | Physics3DHingeConstraint | |
getUseFrameOffset() const | Physics3DHingeConstraint | |
getUserData() const | Physics3DConstraint | inline |
isEnabled() const | Physics3DConstraint | |
release() | Ref | |
retain() | Ref | |
setAngularOnly(bool angularOnly) | Physics3DHingeConstraint | |
setAxis(const cocos2d::Vec3 &axisInA) | Physics3DHingeConstraint | |
setBreakingImpulse(float impulse) | Physics3DConstraint | |
setEnabled(bool enabled) | Physics3DConstraint | |
setFrames(const cocos2d::Mat4 &frameA, const cocos2d::Mat4 &frameB) | Physics3DHingeConstraint | |
setLimit(float low, float high, float _softness=0.9f, float _biasFactor=0.3f, float _relaxationFactor=1.0f) | Physics3DHingeConstraint | |
setMaxMotorImpulse(float maxMotorImpulse) | Physics3DHingeConstraint | |
setMotorTarget(const cocos2d::Quaternion &qAinB, float dt) | Physics3DHingeConstraint | |
setMotorTarget(float targetAngle, float dt) | Physics3DHingeConstraint | |
setOverrideNumSolverIterations(int overideNumIterations) | Physics3DConstraint | |
setUseFrameOffset(bool frameOffsetOnOff) | Physics3DHingeConstraint | |
setUserData(void *userData) | Physics3DConstraint | inline |
~Ref() | Ref | virtual |