/// <summary> /// Sets the motor target. /// </summary> /// <param name="targetAngle">The target angle.</param> /// <param name="dt">The dt.</param> public void SetMotorTarget(float targetAngle, float dt) { InternalHingeConstraint.SetMotorTarget(targetAngle, dt); }
/// <summary> /// Sets the motor target. /// </summary> /// <param name="qAinB">The q ain b.</param> /// <param name="dt">The dt.</param> public void SetMotorTarget(Quaternion qAinB, float dt) { InternalHingeConstraint.SetMotorTarget(qAinB, dt); }
/// <summary> /// Enables the angular motor. /// </summary> /// <param name="enableMotor">if set to <c>true</c> [enable motor].</param> /// <param name="targetVelocity">The target velocity.</param> /// <param name="maxMotorImpulse">The maximum motor impulse.</param> public void EnableAngularMotor(bool enableMotor, float targetVelocity, float maxMotorImpulse) { InternalHingeConstraint.EnableAngularMotor(enableMotor, targetVelocity, maxMotorImpulse); }
/// <summary> /// Enables the motor. /// </summary> /// <param name="enableMotor">if set to <c>true</c> [enable motor].</param> public void EnableMotor(bool enableMotor) { InternalHingeConstraint.EnableMotor(enableMotor); }
/// <summary> /// Sets the limit. /// </summary> /// <param name="low">The low.</param> /// <param name="high">The high.</param> /// <param name="softness">The softness.</param> /// <param name="biasFactor">The bias factor.</param> /// <param name="relaxationFactor">The relaxation factor.</param> public void SetLimit(float low, float high, float softness, float biasFactor, float relaxationFactor) { InternalHingeConstraint.SetLimit(low, high, softness, biasFactor, relaxationFactor); }
/// <summary> /// Sets the frames. /// </summary> /// <param name="frameA">The frame a.</param> /// <param name="frameB">The frame b.</param> public void SetFrames(Matrix frameA, Matrix frameB) { InternalHingeConstraint.SetFrames(frameA, frameB); }
/// <summary> /// Sets the limit. /// </summary> /// <param name="low">The low.</param> /// <param name="high">The high.</param> /// <param name="softness">The softness.</param> public void SetLimit(float low, float high, float softness) { InternalHingeConstraint.SetLimit(low, high, softness); }
/// <summary> /// Sets the limit. /// </summary> /// <param name="low">The low.</param> /// <param name="high">The high.</param> public void SetLimit(float low, float high) { InternalHingeConstraint.SetLimit(low, high); }
/// <summary> /// Sets the hinge axis for body A (this works mostly for body-world constraints). /// </summary> /// <param name="axisInA">The hinge axis.</param> public void SetAxis(Vector3 axisInA) { InternalHingeConstraint.SetAxis(axisInA); }