/// <summary>
 /// Initializes a new instance of the <see cref="NoRotationConstraint"/> class.
 /// </summary>
 public NoRotationConstraint()
 {
     _angularLimit = new AngularLimit
     {
         Minimum = new Vector3(0, 0, 0),
         Maximum = new Vector3(0, 0, 0),
     };
 }
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 /// <summary>
 /// Initializes a new instance of the <see cref="HingeJoint"/> class.
 /// </summary>
 public HingeJoint()
 {
     _linearLimit = new LinearLimit
     {
         Minimum = new Vector3(0, 0, 0),
         Maximum = new Vector3(0, 0, 0),
     };
     _angularLimit = new AngularLimit
     {
         Minimum = new Vector3(float.NegativeInfinity, 0, 0),
         Maximum = new Vector3(float.PositiveInfinity, 0, 0),
     };
 }
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 /// <summary>
 /// Initializes a new instance of the <see cref="FixedJoint"/> class.
 /// </summary>
 public FixedJoint()
 {
     _linearLimit = new LinearLimit
     {
         Minimum = new Vector3(0, 0, 0),
         Maximum = new Vector3(0, 0, 0),
     };
     _angularLimit = new AngularLimit
     {
         Minimum = new Vector3(0, 0, 0),
         Maximum = new Vector3(0, 0, 0),
     };
 }
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        //public float RelativePosition
        //{
        //  get { return _angularLimit.RelativePosition.X; }
        //}



        /// <summary>
        /// Initializes a new instance of the <see cref="Hinge2Joint"/> class.
        /// </summary>
        public Hinge2Joint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3(0, 0, 0),
                Maximum = new Vector3(0, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3(-ConstantsF.PiOver4, 0, float.NegativeInfinity),
                Maximum = new Vector3(ConstantsF.PiOver4, 0, float.PositiveInfinity),
            };
        }
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        //public float RelativePosition
        //{
        //  get { return _angularLimit.RelativePosition.X; }
        //}



        /// <summary>
        /// Initializes a new instance of the <see cref="UniversalJoint"/> class.
        /// </summary>
        public UniversalJoint()
        {
            _linearLimit = new LinearLimit
            {
                Minimum = new Vector3(0, 0, 0),
                Maximum = new Vector3(0, 0, 0),
            };
            _angularLimit = new AngularLimit
            {
                Minimum = new Vector3(-ConstantsF.PiOver4, 0, -ConstantsF.PiOver4),
                Maximum = new Vector3(ConstantsF.PiOver4, 0, ConstantsF.PiOver4),
            };
        }