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.