/// <summary> /// /// </summary> /// <param name="other"></param> private BodyRotation(BodyRotation other) { Current = other.Current; Velocity = other.Velocity; _inertia = other._inertia; _inertiaInv = other._inertiaInv; }
/// <summary> /// /// </summary> /// <param name="position"></param> /// <param name="rotation"></param> public void Deconstruct(out BodyPosition position, out BodyRotation rotation) { position = Position; rotation = Rotation; }
/// <summary> /// /// </summary> /// <param name="other"></param> private Body(Body other) { Position = other.Position?.Duplicate(); Rotation = other.Rotation?.Duplicate(); }
/// <summary> /// /// </summary> /// <param name="position"></param> /// <param name="rotation"></param> public Body(BodyPosition position, BodyRotation rotation) { Position = position; Rotation = rotation; }
/// <summary> /// /// </summary> /// <param name="position"></param> /// <param name="rotation"></param> public Body(Vector3d position, Quaterniond rotation) { Position = new BodyPosition(position); Rotation = new BodyRotation(rotation); }
/// <summary> /// /// </summary> /// <param name="position"></param> public Body(Vector3d position) { Position = new BodyPosition(position); Rotation = null; }