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RevoluteControl.cs
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namespace BEPUik
{
/// <summary>
/// Constrains an individual bone in an attempt to keep a bone-attached axis aligned with a specified world axis.
/// </summary>
public class RevoluteControl : Control
{
/// <summary>
/// Gets or sets the controlled bone.
/// </summary>
public override Bone TargetBone
{
get { return AngularMotor.TargetBone; }
set
{
AngularMotor.TargetBone = value;
}
}
/// <summary>
/// Gets or sets the linear motor used by the control.
/// </summary>
public SingleBoneRevoluteConstraint AngularMotor
{
get;
private set;
}
public RevoluteControl()
{
AngularMotor = new SingleBoneRevoluteConstraint();
AngularMotor.Rigidity = 1;
}
protected internal override void Preupdate(float dt, float updateRate)
{
AngularMotor.Preupdate(dt, updateRate);
}
protected internal override void UpdateJacobiansAndVelocityBias()
{
AngularMotor.UpdateJacobiansAndVelocityBias();
}
protected internal override void ComputeEffectiveMass()
{
AngularMotor.ComputeEffectiveMass();
}
protected internal override void WarmStart()
{
AngularMotor.WarmStart();
}
protected internal override void SolveVelocityIteration()
{
AngularMotor.SolveVelocityIteration();
}
protected internal override void ClearAccumulatedImpulses()
{
AngularMotor.ClearAccumulatedImpulses();
}
public override float MaximumForce
{
get { return AngularMotor.MaximumForce; }
set
{
AngularMotor.MaximumForce = value;
}
}
}
}