/// <summary> /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution 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-elastic collision, while those closer to one specify more elastic (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; }
/// <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; }
/// <summary> /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution 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-elastic collision, while those closer to one specify more elastic (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; }
/// <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; }
/// <summary> /// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the restitution 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 constrained between 0 and this angle on the Y axis.</param> /// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrained 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-elastic collision, while those closer to one specify more elastic (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; }
/// <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 constrained between 0 and this angle on the Y axis.</param> /// <param name="zLimitAngle">The Z angle of the cone (in degrees). Movement is constrained 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; }