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- <ul>
- <li class="navelem"><b>gameplay</b> </li>
- <li class="navelem"><a class="el" href="classgameplay_1_1_physics_constraint.html">PhysicsConstraint</a> </li>
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- <a href="#pub-methods">Public Member Functions</a> |
- <a href="#pub-static-methods">Static Public Member Functions</a> |
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- <div class="title">gameplay::PhysicsConstraint Class Reference</div> </div>
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- <!-- doxytag: class="gameplay::PhysicsConstraint" -->
- <p><code>#include <PhysicsConstraint.h></code></p>
- <div class="dynheader">
- Inheritance diagram for gameplay::PhysicsConstraint:</div>
- <div class="dyncontent">
- <div class="center">
- <img src="classgameplay_1_1_physics_constraint.png" usemap="#gameplay::PhysicsConstraint_map" alt=""/>
- <map id="gameplay::PhysicsConstraint_map" name="gameplay::PhysicsConstraint_map">
- <area href="classgameplay_1_1_physics_generic_constraint.html" alt="gameplay::PhysicsGenericConstraint" shape="rect" coords="114,56,332,80"/>
- <area href="classgameplay_1_1_physics_hinge_constraint.html" alt="gameplay::PhysicsHingeConstraint" shape="rect" coords="342,56,560,80"/>
- <area href="classgameplay_1_1_physics_socket_constraint.html" alt="gameplay::PhysicsSocketConstraint" shape="rect" coords="570,56,788,80"/>
- <area href="classgameplay_1_1_physics_fixed_constraint.html" alt="gameplay::PhysicsFixedConstraint" shape="rect" coords="0,112,218,136"/>
- <area href="classgameplay_1_1_physics_spring_constraint.html" alt="gameplay::PhysicsSpringConstraint" shape="rect" coords="228,112,446,136"/>
- </map>
- </div></div>
- <p><a href="classgameplay_1_1_physics_constraint-members.html">List of all members.</a></p>
- <table class="memberdecls">
- <tr><td colspan="2"><h2><a name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a86d8778f474d1db27317014e9cffebb1">getBreakingImpulse</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a749d228b9931fc253e7fd78b75ac21f8">setBreakingImpulse</a> (float impulse)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#abc645ab8b79b5d697a55e25ecb5c4c8f">isEnabled</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#ad7ba664ad85f3fd0e1491e8915524728">setEnabled</a> (bool enabled)</td></tr>
- <tr><td colspan="2"><h2><a name="pub-static-methods"></a>
- Static Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#af7946d6ff918563aa47f1163acfc3328">centerOfMassMidpoint</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *a, const <a class="el" href="classgameplay_1_1_node.html">Node</a> *b)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a9d34e23d7c1557f20ce1779026ba6a54">getRotationOffset</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *node, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &point)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#ac925a468d45a4089cb80dba9ca92fa7e">getTranslationOffset</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *node, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &point)</td></tr>
- <tr><td colspan="2"><h2><a name="pro-methods"></a>
- Protected Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a1403dd86eebb7625999505c5682382e2">PhysicsConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#afd2cfe4fd6c7d4ce35fc840a4727c4a1">~PhysicsConstraint</a> ()</td></tr>
- <tr><td colspan="2"><h2><a name="pro-static-methods"></a>
- Static Protected Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static btTransform </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#af9c6d61a3f9599819117fc51a1440870">getTransformOffset</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *node, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &origin)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#aaeba73582a74c94a3feccf9c6098190b">getWorldCenterOfMass</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *node)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a9a4582516a24b538ab9861e75ea6b271">offsetByCenterOfMass</a> (const <a class="el" href="classgameplay_1_1_node.html">Node</a> *node, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &v)</td></tr>
- <tr><td colspan="2"><h2><a name="pro-attribs"></a>
- Protected Attributes</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a35a92c318b06bcab6aa3d59dd45a976f">_a</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#a0effc818674c9fbe8c3e096768e3b1df">_b</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">btTypedConstraint * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_constraint.html#aa31e5a0fb7dce4acad85613c6e9ca8fe">_constraint</a></td></tr>
- </table>
- <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
- <div class="textblock"><p>Defines the base class for physics constraints.</p>
- <dl class="see"><dt><b>See also:</b></dt><dd><a href="http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints">http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Constraints</a> </dd></dl>
- </div><hr/><h2>Constructor & Destructor Documentation</h2>
- <a class="anchor" id="a1403dd86eebb7625999505c5682382e2"></a><!-- doxytag: member="gameplay::PhysicsConstraint::PhysicsConstraint" ref="a1403dd86eebb7625999505c5682382e2" args="(PhysicsRigidBody *a, PhysicsRigidBody *b)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_constraint.html#a1403dd86eebb7625999505c5682382e2">gameplay::PhysicsConstraint::PhysicsConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Constructor. </p>
- </div>
- </div>
- <a class="anchor" id="afd2cfe4fd6c7d4ce35fc840a4727c4a1"></a><!-- doxytag: member="gameplay::PhysicsConstraint::~PhysicsConstraint" ref="afd2cfe4fd6c7d4ce35fc840a4727c4a1" args="()" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">virtual <a class="el" href="classgameplay_1_1_physics_constraint.html#afd2cfe4fd6c7d4ce35fc840a4727c4a1">gameplay::PhysicsConstraint::~PhysicsConstraint</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td><code> [protected, virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Destructor. </p>
- </div>
- </div>
- <hr/><h2>Member Function Documentation</h2>
- <a class="anchor" id="af7946d6ff918563aa47f1163acfc3328"></a><!-- doxytag: member="gameplay::PhysicsConstraint::centerOfMassMidpoint" ref="af7946d6ff918563aa47f1163acfc3328" args="(const Node *a, const Node *b)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_constraint.html#af7946d6ff918563aa47f1163acfc3328">gameplay::PhysicsConstraint::centerOfMassMidpoint</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>b</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [static]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Calculates the midpoint between the given nodes' centers of mass.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first node. </td></tr>
- <tr><td class="paramname">b</td><td>The second node. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a86d8778f474d1db27317014e9cffebb1"></a><!-- doxytag: member="gameplay::PhysicsConstraint::getBreakingImpulse" ref="a86d8778f474d1db27317014e9cffebb1" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">float <a class="el" href="classgameplay_1_1_physics_constraint.html#a86d8778f474d1db27317014e9cffebb1">gameplay::PhysicsConstraint::getBreakingImpulse</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the impulse needed to break the constraint.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The impulse needed to break the constraint. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a9d34e23d7c1557f20ce1779026ba6a54"></a><!-- doxytag: member="gameplay::PhysicsConstraint::getRotationOffset" ref="a9d34e23d7c1557f20ce1779026ba6a54" args="(const Node *node, const Vector3 &point)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> <a class="el" href="classgameplay_1_1_physics_constraint.html#a9d34e23d7c1557f20ce1779026ba6a54">gameplay::PhysicsConstraint::getRotationOffset</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>point</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [static]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Calculates the rotation offset to the given point in the given node's local space.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">node</td><td>The node to calculate a rotation offset for. </td></tr>
- <tr><td class="paramname">point</td><td>The point to calculate the rotation offset to. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="af9c6d61a3f9599819117fc51a1440870"></a><!-- doxytag: member="gameplay::PhysicsConstraint::getTransformOffset" ref="af9c6d61a3f9599819117fc51a1440870" args="(const Node *node, const Vector3 &origin)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static btTransform <a class="el" href="classgameplay_1_1_physics_constraint.html#af9c6d61a3f9599819117fc51a1440870">gameplay::PhysicsConstraint::getTransformOffset</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>origin</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [static, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Calculates the transform to be used as the offset (i.e. "frame in" parameter in Bullet terms) to the given constraint origin. </p>
- </div>
- </div>
- <a class="anchor" id="ac925a468d45a4089cb80dba9ca92fa7e"></a><!-- doxytag: member="gameplay::PhysicsConstraint::getTranslationOffset" ref="ac925a468d45a4089cb80dba9ca92fa7e" args="(const Node *node, const Vector3 &point)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_constraint.html#ac925a468d45a4089cb80dba9ca92fa7e">gameplay::PhysicsConstraint::getTranslationOffset</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>point</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [static]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Calculates the translation offset to the given point in the given node's local space.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">node</td><td>The node to calculate a translation offset for. </td></tr>
- <tr><td class="paramname">point</td><td>The point to calculate the translation offset to. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="aaeba73582a74c94a3feccf9c6098190b"></a><!-- doxytag: member="gameplay::PhysicsConstraint::getWorldCenterOfMass" ref="aaeba73582a74c94a3feccf9c6098190b" args="(const Node *node)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_constraint.html#aaeba73582a74c94a3feccf9c6098190b">gameplay::PhysicsConstraint::getWorldCenterOfMass</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em></td><td>)</td>
- <td><code> [static, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Calculates the center of mass in world space of the given node. </p>
- </div>
- </div>
- <a class="anchor" id="abc645ab8b79b5d697a55e25ecb5c4c8f"></a><!-- doxytag: member="gameplay::PhysicsConstraint::isEnabled" ref="abc645ab8b79b5d697a55e25ecb5c4c8f" args="() const " -->
- <div class="memitem">
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- <table class="memname">
- <tr>
- <td class="memname">bool <a class="el" href="classgameplay_1_1_physics_constraint.html#abc645ab8b79b5d697a55e25ecb5c4c8f">gameplay::PhysicsConstraint::isEnabled</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets whether the constraint is enabled or not.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Whether the constraint is enabled or not. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a9a4582516a24b538ab9861e75ea6b271"></a><!-- doxytag: member="gameplay::PhysicsConstraint::offsetByCenterOfMass" ref="a9a4582516a24b538ab9861e75ea6b271" args="(const Node *node, const Vector3 &v)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">static <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> <a class="el" href="classgameplay_1_1_physics_constraint.html#a9a4582516a24b538ab9861e75ea6b271">gameplay::PhysicsConstraint::offsetByCenterOfMass</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_node.html">Node</a> * </td>
- <td class="paramname"><em>node</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>v</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td><code> [static, protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Offsets the given vector by the given node's center of mass. </p>
- </div>
- </div>
- <a class="anchor" id="a749d228b9931fc253e7fd78b75ac21f8"></a><!-- doxytag: member="gameplay::PhysicsConstraint::setBreakingImpulse" ref="a749d228b9931fc253e7fd78b75ac21f8" args="(float impulse)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_constraint.html#a749d228b9931fc253e7fd78b75ac21f8">gameplay::PhysicsConstraint::setBreakingImpulse</a> </td>
- <td>(</td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>impulse</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the impulse needed to break the constraint (if an impulse greater than or equal to the given value is applied to the constraint, the constraint will be broken).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">impulse</td><td>The impulse needed to break the constraint. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ad7ba664ad85f3fd0e1491e8915524728"></a><!-- doxytag: member="gameplay::PhysicsConstraint::setEnabled" ref="ad7ba664ad85f3fd0e1491e8915524728" args="(bool enabled)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_constraint.html#ad7ba664ad85f3fd0e1491e8915524728">gameplay::PhysicsConstraint::setEnabled</a> </td>
- <td>(</td>
- <td class="paramtype">bool </td>
- <td class="paramname"><em>enabled</em></td><td>)</td>
- <td><code> [inline]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets whether the constraint is enabled or not.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">enabled</td><td>Whether the constraint is enabled or not. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <hr/><h2>Member Data Documentation</h2>
- <a class="anchor" id="a35a92c318b06bcab6aa3d59dd45a976f"></a><!-- doxytag: member="gameplay::PhysicsConstraint::_a" ref="a35a92c318b06bcab6aa3d59dd45a976f" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a>* <a class="el" href="classgameplay_1_1_physics_constraint.html#a35a92c318b06bcab6aa3d59dd45a976f">gameplay::PhysicsConstraint::_a</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Pointer to the one rigid body bound by this constraint. </p>
- </div>
- </div>
- <a class="anchor" id="a0effc818674c9fbe8c3e096768e3b1df"></a><!-- doxytag: member="gameplay::PhysicsConstraint::_b" ref="a0effc818674c9fbe8c3e096768e3b1df" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a>* <a class="el" href="classgameplay_1_1_physics_constraint.html#a0effc818674c9fbe8c3e096768e3b1df">gameplay::PhysicsConstraint::_b</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Pointer to the other rigid body bound by this constraint. </p>
- </div>
- </div>
- <a class="anchor" id="aa31e5a0fb7dce4acad85613c6e9ca8fe"></a><!-- doxytag: member="gameplay::PhysicsConstraint::_constraint" ref="aa31e5a0fb7dce4acad85613c6e9ca8fe" args="" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">btTypedConstraint* <a class="el" href="classgameplay_1_1_physics_constraint.html#aa31e5a0fb7dce4acad85613c6e9ca8fe">gameplay::PhysicsConstraint::_constraint</a><code> [protected]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Pointer to the Bullet constraint. </p>
- </div>
- </div>
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