Paradox Game Engine  v1.0.0 beta06
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SliderConstraint.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using SiliconStudio.Core.Mathematics;
4 
5 namespace SiliconStudio.Paradox.Physics
6 {
7  public class SliderConstraint : Constraint
8  {
9  internal BulletSharp.SliderConstraint InternalSliderConstraint;
10 
11  /// <summary>
12  /// Gets or sets the upper linear limit.
13  /// </summary>
14  /// <value>
15  /// The upper linear limit.
16  /// </value>
17  public float UpperLinearLimit
18  {
19  get { return InternalSliderConstraint.UpperLinearLimit; }
20  set { InternalSliderConstraint.UpperLinearLimit = value; }
21  }
22 
23  /// <summary>
24  /// Gets or sets the lower linear limit.
25  /// </summary>
26  /// <value>
27  /// The lower linear limit.
28  /// </value>
29  public float LowerLinearLimit
30  {
31  get { return InternalSliderConstraint.LowerLinearLimit; }
32  set { InternalSliderConstraint.LowerLinearLimit = value; }
33  }
34 
35  /// <summary>
36  /// Gets or sets the upper angular limit.
37  /// </summary>
38  /// <value>
39  /// The upper angular limit.
40  /// </value>
41  public float UpperAngularLimit
42  {
43  get { return InternalSliderConstraint.UpperAngularLimit; }
44  set { InternalSliderConstraint.UpperAngularLimit = value; }
45  }
46 
47  /// <summary>
48  /// Gets or sets the lower angular limit.
49  /// </summary>
50  /// <value>
51  /// The lower angular limit.
52  /// </value>
53  public float LowerAngularLimit
54  {
55  get { return InternalSliderConstraint.LowerAngularLimit; }
56  set { InternalSliderConstraint.LowerAngularLimit = value; }
57  }
58 
59  /// <summary>
60  /// Gets the angular depth.
61  /// </summary>
62  /// <value>
63  /// The angular depth.
64  /// </value>
65  public float AngularDepth
66  {
67  get { return InternalSliderConstraint.AngularDepth; }
68  }
69 
70  /// <summary>
71  /// Gets the angular position.
72  /// </summary>
73  /// <value>
74  /// The angular position.
75  /// </value>
76  public float AngularPosition
77  {
78  get { return InternalSliderConstraint.AngularPosition; }
79  }
80 
81  /// <summary>
82  /// Gets or sets the damping dir angular.
83  /// </summary>
84  /// <value>
85  /// The damping dir angular.
86  /// </value>
87  public float DampingDirAngular
88  {
89  get { return InternalSliderConstraint.DampingDirAngular; }
90  set { InternalSliderConstraint.DampingDirAngular = value; }
91  }
92 
93  /// <summary>
94  /// Gets or sets the damping dir linear.
95  /// </summary>
96  /// <value>
97  /// The damping dir linear.
98  /// </value>
99  public float DampingDirLinear
100  {
101  get { return InternalSliderConstraint.DampingDirLinear; }
102  set { InternalSliderConstraint.DampingDirLinear = value; }
103  }
104 
105  /// <summary>
106  /// Gets or sets the damping lim angular.
107  /// </summary>
108  /// <value>
109  /// The damping lim angular.
110  /// </value>
111  public float DampingLimAngular
112  {
113  get { return InternalSliderConstraint.DampingLimAngular; }
114  set { InternalSliderConstraint.DampingLimAngular = value; }
115  }
116 
117  /// <summary>
118  /// Gets or sets the damping lim linear.
119  /// </summary>
120  /// <value>
121  /// The damping lim linear.
122  /// </value>
123  public float DampingLimLinear
124  {
125  get { return InternalSliderConstraint.DampingLimLinear; }
126  set { InternalSliderConstraint.DampingLimLinear = value; }
127  }
128 
129  /// <summary>
130  /// Gets or sets the damping ortho angular.
131  /// </summary>
132  /// <value>
133  /// The damping ortho angular.
134  /// </value>
135  public float DampingOrthoAngular
136  {
137  get { return InternalSliderConstraint.DampingOrthoAngular; }
138  set { InternalSliderConstraint.DampingOrthoAngular = value; }
139  }
140 
141  /// <summary>
142  /// Gets or sets the damping ortho linear.
143  /// </summary>
144  /// <value>
145  /// The damping ortho linear.
146  /// </value>
147  public float DampingOrthoLinear
148  {
149  get { return InternalSliderConstraint.DampingOrthoLinear; }
150  set { InternalSliderConstraint.DampingOrthoLinear = value; }
151  }
152 
153  /// <summary>
154  /// Gets the linear depth.
155  /// </summary>
156  /// <value>
157  /// The linear depth.
158  /// </value>
159  public float LinearDepth
160  {
161  get { return InternalSliderConstraint.LinearDepth; }
162  }
163 
164  /// <summary>
165  /// Gets the linear position.
166  /// </summary>
167  /// <value>
168  /// The linear position.
169  /// </value>
170  public float LinearPosition
171  {
172  get { return InternalSliderConstraint.LinearPos; }
173  }
174 
175  /// <summary>
176  /// Gets or sets the maximum ang motor force.
177  /// </summary>
178  /// <value>
179  /// The maximum ang motor force.
180  /// </value>
181  public float MaxAngMotorForce
182  {
183  get { return InternalSliderConstraint.MaxAngMotorForce; }
184  set { InternalSliderConstraint.MaxAngMotorForce = value; }
185  }
186 
187  /// <summary>
188  /// Gets or sets the maximum linear motor force.
189  /// </summary>
190  /// <value>
191  /// The maximum linear motor force.
192  /// </value>
193  public float MaxLinearMotorForce
194  {
195  get { return InternalSliderConstraint.MaxLinearMotorForce; }
196  set { InternalSliderConstraint.MaxLinearMotorForce = value; }
197  }
198 
199  /// <summary>
200  /// Gets or sets a value indicating whether [powered angular motor].
201  /// </summary>
202  /// <value>
203  /// <c>true</c> if [powered angular motor]; otherwise, <c>false</c>.
204  /// </value>
205  public bool PoweredAngularMotor
206  {
207  get { return InternalSliderConstraint.PoweredAngularMotor; }
208  set { InternalSliderConstraint.PoweredAngularMotor = value; }
209  }
210 
211  /// <summary>
212  /// Gets or sets a value indicating whether [powered linear motor].
213  /// </summary>
214  /// <value>
215  /// <c>true</c> if [powered linear motor]; otherwise, <c>false</c>.
216  /// </value>
217  public bool PoweredLinearMotor
218  {
219  get { return InternalSliderConstraint.PoweredLinearMotor; }
220  set { InternalSliderConstraint.PoweredLinearMotor = value; }
221  }
222 
223  /// <summary>
224  /// Gets or sets the restitution dir angular.
225  /// </summary>
226  /// <value>
227  /// The restitution dir angular.
228  /// </value>
229  public float RestitutionDirAngular
230  {
231  get { return InternalSliderConstraint.RestitutionDirAngular; }
232  set { InternalSliderConstraint.RestitutionDirAngular = value; }
233  }
234 
235  /// <summary>
236  /// Gets or sets the restitution dir linear.
237  /// </summary>
238  /// <value>
239  /// The restitution dir linear.
240  /// </value>
241  public float RestitutionDirLinear
242  {
243  get { return InternalSliderConstraint.RestitutionDirLinear; }
244  set { InternalSliderConstraint.RestitutionDirLinear = value; }
245  }
246 
247  /// <summary>
248  /// Gets or sets the restitution lim angular.
249  /// </summary>
250  /// <value>
251  /// The restitution lim angular.
252  /// </value>
253  public float RestitutionLimAngular
254  {
255  get { return InternalSliderConstraint.RestitutionLimAngular; }
256  set { InternalSliderConstraint.RestitutionLimAngular = value; }
257  }
258 
259  /// <summary>
260  /// Gets or sets the restitution lim linear.
261  /// </summary>
262  /// <value>
263  /// The restitution lim linear.
264  /// </value>
265  public float RestitutionLimLinear
266  {
267  get { return InternalSliderConstraint.RestitutionLimLinear; }
268  set { InternalSliderConstraint.RestitutionLimLinear = value; }
269  }
270 
271  /// <summary>
272  /// Gets or sets the restitution ortho angular.
273  /// </summary>
274  /// <value>
275  /// The restitution ortho angular.
276  /// </value>
277  public float RestitutionOrthoAngular
278  {
279  get { return InternalSliderConstraint.RestitutionOrthoAngular; }
280  set { InternalSliderConstraint.RestitutionOrthoAngular = value; }
281  }
282 
283  /// <summary>
284  /// Gets or sets the restitution ortho linear.
285  /// </summary>
286  /// <value>
287  /// The restitution ortho linear.
288  /// </value>
289  public float RestitutionOrthoLinear
290  {
291  get { return InternalSliderConstraint.RestitutionOrthoLinear; }
292  set { InternalSliderConstraint.RestitutionOrthoLinear = value; }
293  }
294 
295  /// <summary>
296  /// Gets or sets the softness dir angular.
297  /// </summary>
298  /// <value>
299  /// The softness dir angular.
300  /// </value>
301  public float SoftnessDirAngular
302  {
303  get { return InternalSliderConstraint.SoftnessDirAngular; }
304  set { InternalSliderConstraint.SoftnessDirAngular = value; }
305  }
306 
307  /// <summary>
308  /// Gets or sets the softness dir linear.
309  /// </summary>
310  /// <value>
311  /// The softness dir linear.
312  /// </value>
313  public float SoftnessDirLinear
314  {
315  get { return InternalSliderConstraint.SoftnessDirLinear; }
316  set { InternalSliderConstraint.SoftnessDirLinear = value; }
317  }
318 
319  /// <summary>
320  /// Gets or sets the softness lim angular.
321  /// </summary>
322  /// <value>
323  /// The softness lim angular.
324  /// </value>
325  public float SoftnessLimAngular
326  {
327  get { return InternalSliderConstraint.SoftnessLimAngular; }
328  set { InternalSliderConstraint.SoftnessLimAngular = value; }
329  }
330 
331  /// <summary>
332  /// Gets or sets the softness lim linear.
333  /// </summary>
334  /// <value>
335  /// The softness lim linear.
336  /// </value>
337  public float SoftnessLimLinear
338  {
339  get { return InternalSliderConstraint.SoftnessLimLinear; }
340  set { InternalSliderConstraint.SoftnessLimLinear = value; }
341  }
342 
343  /// <summary>
344  /// Gets or sets the softness ortho angular.
345  /// </summary>
346  /// <value>
347  /// The softness ortho angular.
348  /// </value>
349  public float SoftnessOrthoAngular
350  {
351  get { return InternalSliderConstraint.SoftnessOrthoAngular; }
352  set { InternalSliderConstraint.SoftnessOrthoAngular = value; }
353  }
354 
355  /// <summary>
356  /// Gets or sets the softness ortho linear.
357  /// </summary>
358  /// <value>
359  /// The softness ortho linear.
360  /// </value>
361  public float SoftnessOrthoLinear
362  {
363  get { return InternalSliderConstraint.SoftnessOrthoLinear; }
364  set { InternalSliderConstraint.SoftnessOrthoLinear = value; }
365  }
366 
367  /// <summary>
368  /// Gets a value indicating whether [solve angular limit].
369  /// </summary>
370  /// <value>
371  /// <c>true</c> if [solve angular limit]; otherwise, <c>false</c>.
372  /// </value>
373  public bool SolveAngularLimit
374  {
375  get { return InternalSliderConstraint.SolveAngularLimit; }
376  }
377 
378  /// <summary>
379  /// Gets a value indicating whether [solve linear limit].
380  /// </summary>
381  /// <value>
382  /// <c>true</c> if [solve linear limit]; otherwise, <c>false</c>.
383  /// </value>
384  public bool SolveLinearLimit
385  {
386  get { return InternalSliderConstraint.SolveLinearLimit; }
387  }
388 
389  /// <summary>
390  /// Gets or sets the target angular motor velocity.
391  /// </summary>
392  /// <value>
393  /// The target angular motor velocity.
394  /// </value>
395  public float TargetAngularMotorVelocity
396  {
397  get { return InternalSliderConstraint.TargetAngularMotorVelocity; }
398  set { InternalSliderConstraint.TargetAngularMotorVelocity = value; }
399  }
400 
401  /// <summary>
402  /// Gets or sets the target linear motor velocity.
403  /// </summary>
404  /// <value>
405  /// The target linear motor velocity.
406  /// </value>
407  public float TargetLinearMotorVelocity
408  {
409  get { return InternalSliderConstraint.TargetLinearMotorVelocity; }
410  set { InternalSliderConstraint.TargetLinearMotorVelocity = value; }
411  }
412 
413  /// <summary>
414  /// Sets the frames.
415  /// </summary>
416  /// <param name="frameA">The frame a.</param>
417  /// <param name="frameB">The frame b.</param>
418  public void SetFrames(Matrix frameA, Matrix frameB)
419  {
420  InternalSliderConstraint.SetFrames(frameA, frameB);
421  }
422  }
423 }
void SetFrames(Matrix frameA, Matrix frameB)
Sets the frames.
using SiliconStudio.Paradox. Physics
Represents a 4x4 mathematical matrix.
Definition: Matrix.cs:47