//--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="PointOnPlaneConstraint"/> class.
        /// </summary>
        public PointOnPlaneConstraint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3F(float.NegativeInfinity, float.NegativeInfinity, 0),
                Maximum = new Vector3F(float.PositiveInfinity, float.PositiveInfinity, 0),
            };
        }
Ejemplo n.º 2
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 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="PointOnPlaneConstraint"/> class.
 /// </summary>
 public PointOnPlaneConstraint()
 {
     _linearLimit = new LinearLimit
       {
     Minimum = new Vector3F(float.NegativeInfinity, float.NegativeInfinity, 0),
     Maximum = new Vector3F(float.PositiveInfinity, float.PositiveInfinity, 0),
       };
 }
Ejemplo n.º 3
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        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="PrismaticJoint"/> class.
        /// </summary>
        public PrismaticJoint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3F(float.NegativeInfinity, 0, 0),
                Maximum = new Vector3F(float.PositiveInfinity, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3F(0, 0, 0),
                Maximum = new Vector3F(0, 0, 0),
            };
        }
Ejemplo n.º 4
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 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="PrismaticJoint"/> class.
 /// </summary>
 public PrismaticJoint()
 {
     _linearLimit = new LinearLimit
       {
     Minimum = new Vector3F(float.NegativeInfinity, 0, 0),
     Maximum = new Vector3F(float.PositiveInfinity, 0, 0),
       };
       _angularLimit = new AngularLimit
       {
     Minimum = new Vector3F(0, 0, 0),
     Maximum = new Vector3F(0, 0, 0),
       };
 }
Ejemplo n.º 5
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 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="FixedJoint"/> class.
 /// </summary>
 public FixedJoint()
 {
     _linearLimit = new LinearLimit
       {
     Minimum = new Vector3F(0, 0, 0),
     Maximum = new Vector3F(0, 0, 0),
       };
       _angularLimit = new AngularLimit
       {
     Minimum = new Vector3F(0, 0, 0),
     Maximum = new Vector3F(0, 0, 0),
       };
 }
Ejemplo n.º 6
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 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="Hinge2Joint"/> class.
 /// </summary>
 public Hinge2Joint()
 {
     _linearLimit = new LinearLimit
       {
     Minimum = new Vector3F(0, 0, 0),
     Maximum = new Vector3F(0, 0, 0),
       };
       _angularLimit = new AngularLimit
       {
     Minimum = new Vector3F(-ConstantsF.PiOver4, 0, float.NegativeInfinity),
     Maximum = new Vector3F(ConstantsF.PiOver4, 0, float.PositiveInfinity),
       };
 }
Ejemplo n.º 7
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        //public float RelativePosition
        //{
        //  get { return _angularLimit.RelativePosition.X; }
        //}
        #endregion


        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="Hinge2Joint"/> class.
        /// </summary>
        public Hinge2Joint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3F(0, 0, 0),
                Maximum = new Vector3F(0, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3F(-ConstantsF.PiOver4, 0, float.NegativeInfinity),
                Maximum = new Vector3F(ConstantsF.PiOver4, 0, float.PositiveInfinity),
            };
        }
Ejemplo n.º 8
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 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="UniversalJoint"/> class.
 /// </summary>
 public UniversalJoint()
 {
     _linearLimit = new LinearLimit
       {
     Minimum = new Vector3F(0, 0, 0),
     Maximum = new Vector3F(0, 0, 0),
       };
       _angularLimit = new AngularLimit
       {
     Minimum = new Vector3F(-ConstantsF.PiOver4, 0, -ConstantsF.PiOver4),
     Maximum = new Vector3F(ConstantsF.PiOver4, 0, ConstantsF.PiOver4),
       };
 }
Ejemplo n.º 9
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        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="FixedJoint"/> class.
        /// </summary>
        public FixedJoint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3F(0, 0, 0),
                Maximum = new Vector3F(0, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3F(0, 0, 0),
                Maximum = new Vector3F(0, 0, 0),
            };
        }
Ejemplo n.º 10
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        //public float RelativePosition
        //{
        //  get { return _angularLimit.RelativePosition.X; }
        //}
        #endregion


        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        /// <summary>
        /// Initializes a new instance of the <see cref="UniversalJoint"/> class.
        /// </summary>
        public UniversalJoint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3F(0, 0, 0),
                Maximum = new Vector3F(0, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3F(-ConstantsF.PiOver4, 0, -ConstantsF.PiOver4),
                Maximum = new Vector3F(ConstantsF.PiOver4, 0, ConstantsF.PiOver4),
            };
        }