Physics3D/Constraint3D: Add Damping/ImpulseClamp properties
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@ -64,8 +64,14 @@ namespace Nz
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Vector3f GetFirstAnchor() const;
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Vector3f GetSecondAnchor() const;
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float GetDamping() const;
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float GetImpulseClamp() const;
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void SetFirstAnchor(const Vector3f& firstAnchor);
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void SetSecondAnchor(const Vector3f& secondAnchor);
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void SetDamping(float damping);
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void SetImpulseClamp(float impulseClamp);
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};
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}
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@ -111,6 +111,16 @@ namespace Nz
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return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInB());
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}
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float BulletPivotConstraint3D::GetDamping() const
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{
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return GetConstraint<btPoint2PointConstraint>()->m_setting.m_damping;
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}
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float BulletPivotConstraint3D::GetImpulseClamp() const
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{
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return GetConstraint<btPoint2PointConstraint>()->m_setting.m_impulseClamp;
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}
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void BulletPivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
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{
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GetConstraint<btPoint2PointConstraint>()->setPivotA(ToBullet(firstAnchor));
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@ -120,4 +130,14 @@ namespace Nz
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{
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GetConstraint<btPoint2PointConstraint>()->setPivotB(ToBullet(secondAnchor));
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}
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void BulletPivotConstraint3D::SetDamping(float damping)
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{
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GetConstraint<btPoint2PointConstraint>()->m_setting.m_damping = damping;
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}
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void BulletPivotConstraint3D::SetImpulseClamp(float impulseClamp)
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{
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GetConstraint<btPoint2PointConstraint>()->m_setting.m_impulseClamp = impulseClamp;
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}
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}
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