Esempio n. 1
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 /// <summary>
 /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution parameter and will be pulled back towards the limit by the provided spring.
 /// </summary>
 /// <param name="extent">The distance at which the limit becomes active.</param>
 /// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
 /// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-ellastic collision, while those closer to one specify more ellastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
 public LimitLinear(float extent, SpringParameters spring, float restitution = 0.0f)
 {
     ContactDist = -1.0f;
     Restitution = restitution;
     Spring      = spring;
     Extent      = extent;
 }
Esempio n. 2
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 /// <summary>
 /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
 /// </summary>
 /// <param name="extent">The distance at which the limit becomes active.</param>
 /// <param name="contactDist">The distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
 public LimitLinear(float extent, float contactDist = -1.0f)
 {
     ContactDist = contactDist;
     Restitution = 0.0f;
     Spring      = new SpringParameters();
     Extent      = extent;
 }
Esempio n. 3
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 /// <summary>
 /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution parameter and will be pulled back towards the limit by the provided spring.
 /// </summary>
 /// <param name="lower">The lower distance of the limit. Must be less than upper.</param>
 /// <param name="upper">The upper distance of the limit. Must be more than lower.</param>
 /// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
 /// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-ellastic collision, while those closer to one specify more ellastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
 public LimitLinearRange(float lower, float upper, SpringParameters spring, float restitution = 0.0f)
 {
     ContactDist = -1.0f;
     Restitution = restitution;
     Spring      = spring;
     Lower       = lower;
     Upper       = upper;
 }
Esempio n. 4
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 /// <summary>
 /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
 /// </summary>
 /// <param name="lower">The lower distance of the limit. Must be less than upper.</param>
 /// <param name="upper">The upper distance of the limit. Must be more than lower.</param>
 /// <param name="contactDist">Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
 public LimitLinearRange(float lower, float upper, float contactDist = -1.0f)
 {
     ContactDist = contactDist;
     Restitution = 0.0f;
     Spring      = new SpringParameters();
     Lower       = lower;
     Upper       = upper;
 }
Esempio n. 5
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 /// <summary>
 /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution parameter and will be pulled back towards the limit by the provided spring.
 /// </summary>
 /// <param name="yLimitAngle">The Y angle of the cone (in degrees). Movement is constrainted between 0 and this angle on the Y axis.</param>
 /// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrainted between 0 and this angle on the Z axis.</param>
 /// <param name="spring">The spring that controls how are the bodies pulled back towards the limit when they breach it.</param>
 /// <param name="restitution">Controls how do objects react when the limit is reached, values closer to zero specify non-ellastic collision, while those closer to one specify more ellastic (i.e bouncy) collision. Must be in [0, 1] range.</param>
 public LimitConeRange(float yLimitAngle, float zLimitAngle, SpringParameters spring, float restitution = 0.0f)
 {
     ContactDist = -1.0f;
     Restitution = restitution;
     Spring      = spring;
     YLimitAngle = yLimitAngle;
     ZLimitAngle = zLimitAngle;
 }
Esempio n. 6
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 /// <summary>
 /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
 /// </summary>
 /// <param name="yLimitAngle">The Y angle of the cone (in degrees). Movement is constrainted between 0 and this angle on the Y axis.</param>
 /// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrainted between 0 and this angle on the Z axis.</param>
 /// <param name="contactDist">Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is reached to avoid breaking the limit. Specify -1 for the default.</param>
 public LimitConeRange(float yLimitAngle, float zLimitAngle, float contactDist = -1.0f)
 {
     ContactDist = contactDist;
     Restitution = 0.0f;
     Spring      = new SpringParameters();
     YLimitAngle = yLimitAngle;
     ZLimitAngle = zLimitAngle;
 }
 internal static extern void Internal_SetSpringParameters(IntPtr obj, ref SpringParameters value);
 internal static extern void Internal_GetSpringParameters(IntPtr obj, out SpringParameters resultAsRef);