3 using SiliconStudio.Core.Mathematics;
 
    9         internal BulletSharp.SliderConstraint InternalSliderConstraint;
 
   17         public float UpperLinearLimit
 
   19             get { 
return InternalSliderConstraint.UpperLinearLimit; }
 
   20             set { InternalSliderConstraint.UpperLinearLimit = value; }
 
   29         public float LowerLinearLimit
 
   31             get { 
return InternalSliderConstraint.LowerLinearLimit; }
 
   32             set { InternalSliderConstraint.LowerLinearLimit = value; }
 
   41         public float UpperAngularLimit
 
   43             get { 
return InternalSliderConstraint.UpperAngularLimit; }
 
   44             set { InternalSliderConstraint.UpperAngularLimit = value; }
 
   53         public float LowerAngularLimit
 
   55             get { 
return InternalSliderConstraint.LowerAngularLimit; }
 
   56             set { InternalSliderConstraint.LowerAngularLimit = value; }
 
   65         public float AngularDepth
 
   67             get { 
return InternalSliderConstraint.AngularDepth; }
 
   76         public float AngularPosition
 
   78             get { 
return InternalSliderConstraint.AngularPosition; }
 
   87         public float DampingDirAngular
 
   89             get { 
return InternalSliderConstraint.DampingDirAngular; }
 
   90             set { InternalSliderConstraint.DampingDirAngular = value; }
 
   99         public float DampingDirLinear
 
  101             get { 
return InternalSliderConstraint.DampingDirLinear; }
 
  102             set { InternalSliderConstraint.DampingDirLinear = value; }
 
  111         public float DampingLimAngular
 
  113             get { 
return InternalSliderConstraint.DampingLimAngular; }
 
  114             set { InternalSliderConstraint.DampingLimAngular = value; }
 
  123         public float DampingLimLinear
 
  125             get { 
return InternalSliderConstraint.DampingLimLinear; }
 
  126             set { InternalSliderConstraint.DampingLimLinear = value; }
 
  135         public float DampingOrthoAngular
 
  137             get { 
return InternalSliderConstraint.DampingOrthoAngular; }
 
  138             set { InternalSliderConstraint.DampingOrthoAngular = value; }
 
  147         public float DampingOrthoLinear
 
  149             get { 
return InternalSliderConstraint.DampingOrthoLinear; }
 
  150             set { InternalSliderConstraint.DampingOrthoLinear = value; }
 
  159         public float LinearDepth
 
  161             get { 
return InternalSliderConstraint.LinearDepth; }
 
  170         public float LinearPosition
 
  172             get { 
return InternalSliderConstraint.LinearPos; }
 
  181         public float MaxAngMotorForce
 
  183             get { 
return InternalSliderConstraint.MaxAngMotorForce; }
 
  184             set { InternalSliderConstraint.MaxAngMotorForce = value; }
 
  193         public float MaxLinearMotorForce
 
  195             get { 
return InternalSliderConstraint.MaxLinearMotorForce; }
 
  196             set { InternalSliderConstraint.MaxLinearMotorForce = value; }
 
  205         public bool PoweredAngularMotor
 
  207             get { 
return InternalSliderConstraint.PoweredAngularMotor; }
 
  208             set { InternalSliderConstraint.PoweredAngularMotor = value; }
 
  217         public bool PoweredLinearMotor
 
  219             get { 
return InternalSliderConstraint.PoweredLinearMotor; }
 
  220             set { InternalSliderConstraint.PoweredLinearMotor = value; }
 
  229         public float RestitutionDirAngular
 
  231             get { 
return InternalSliderConstraint.RestitutionDirAngular; }
 
  232             set { InternalSliderConstraint.RestitutionDirAngular = value; }
 
  241         public float RestitutionDirLinear
 
  243             get { 
return InternalSliderConstraint.RestitutionDirLinear; }
 
  244             set { InternalSliderConstraint.RestitutionDirLinear = value; }
 
  253         public float RestitutionLimAngular
 
  255             get { 
return InternalSliderConstraint.RestitutionLimAngular; }
 
  256             set { InternalSliderConstraint.RestitutionLimAngular = value; }
 
  265         public float RestitutionLimLinear
 
  267             get { 
return InternalSliderConstraint.RestitutionLimLinear; }
 
  268             set { InternalSliderConstraint.RestitutionLimLinear = value; }
 
  277         public float RestitutionOrthoAngular
 
  279             get { 
return InternalSliderConstraint.RestitutionOrthoAngular; }
 
  280             set { InternalSliderConstraint.RestitutionOrthoAngular = value; }
 
  289         public float RestitutionOrthoLinear
 
  291             get { 
return InternalSliderConstraint.RestitutionOrthoLinear; }
 
  292             set { InternalSliderConstraint.RestitutionOrthoLinear = value; }
 
  301         public float SoftnessDirAngular
 
  303             get { 
return InternalSliderConstraint.SoftnessDirAngular; }
 
  304             set { InternalSliderConstraint.SoftnessDirAngular = value; }
 
  313         public float SoftnessDirLinear
 
  315             get { 
return InternalSliderConstraint.SoftnessDirLinear; }
 
  316             set { InternalSliderConstraint.SoftnessDirLinear = value; }
 
  325         public float SoftnessLimAngular
 
  327             get { 
return InternalSliderConstraint.SoftnessLimAngular; }
 
  328             set { InternalSliderConstraint.SoftnessLimAngular = value; }
 
  337         public float SoftnessLimLinear
 
  339             get { 
return InternalSliderConstraint.SoftnessLimLinear; }
 
  340             set { InternalSliderConstraint.SoftnessLimLinear = value; }
 
  349         public float SoftnessOrthoAngular
 
  351             get { 
return InternalSliderConstraint.SoftnessOrthoAngular; }
 
  352             set { InternalSliderConstraint.SoftnessOrthoAngular = value; }
 
  361         public float SoftnessOrthoLinear
 
  363             get { 
return InternalSliderConstraint.SoftnessOrthoLinear; }
 
  364             set { InternalSliderConstraint.SoftnessOrthoLinear = value; }
 
  373         public bool SolveAngularLimit
 
  375             get { 
return InternalSliderConstraint.SolveAngularLimit; }
 
  384         public bool SolveLinearLimit
 
  386             get { 
return InternalSliderConstraint.SolveLinearLimit; }
 
  395         public float TargetAngularMotorVelocity
 
  397             get { 
return InternalSliderConstraint.TargetAngularMotorVelocity; }
 
  398             set { InternalSliderConstraint.TargetAngularMotorVelocity = value; }
 
  407         public float TargetLinearMotorVelocity
 
  409             get { 
return InternalSliderConstraint.TargetLinearMotorVelocity; }
 
  410             set { InternalSliderConstraint.TargetLinearMotorVelocity = value; }
 
  420             InternalSliderConstraint.SetFrames(frameA, frameB);
 
void SetFrames(Matrix frameA, Matrix frameB)
Sets the frames. 
using SiliconStudio.Paradox. Physics
Represents a 4x4 mathematical matrix.