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Joint2D.hx
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Joint2D.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint.
**/
@:libType
@:csNative
@:native("Godot.Joint2D")
@:autoBuild(godot.Godot.buildUserClass())
extern abstract class Joint2D extends godot.Node2D {
/**
If `true`, `godot.Joint2D.nodeA` and `godot.Joint2D.nodeB` can not collide.
**/
@:native("DisableCollision")
public var disableCollision:Bool;
/**
When `godot.Joint2D.nodeA` and `godot.Joint2D.nodeB` move in different directions the `bias` controls how fast the joint pulls them back to their original position. The lower the `bias` the more the two bodies can pull on the joint.
**/
@:native("Bias")
public var bias:Single;
/**
The second body attached to the joint. Must derive from `godot.PhysicsBody2D`.
**/
@:native("NodeB")
public var nodeB:godot.NodePath;
/**
The first body attached to the joint. Must derive from `godot.PhysicsBody2D`.
**/
@:native("NodeA")
public var nodeA:godot.NodePath;
@:native("SetNodeA")
public function setNodeA(node:godot.NodePath):Void;
@:native("GetNodeA")
public function getNodeA():godot.NodePath;
@:native("SetNodeB")
public function setNodeB(node:godot.NodePath):Void;
@:native("GetNodeB")
public function getNodeB():godot.NodePath;
@:native("SetBias")
public function setBias(bias:Single):Void;
@:native("GetBias")
public function getBias():Single;
@:native("SetExcludeNodesFromCollision")
public function setExcludeNodesFromCollision(enable:Bool):Void;
@:native("GetExcludeNodesFromCollision")
public function getExcludeNodesFromCollision():Bool;
}