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@@ -139,7 +139,7 @@ public:
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/// Get current rotation of constraint in constraint space.
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/// Solve: R2 * ConstraintToBody2 = R1 * ConstraintToBody1 * q for q.
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- inline Quat GetRotationInConstraintSpace() const;
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+ Quat GetRotationInConstraintSpace() const;
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///@name Get Lagrange multiplier from last physics update (the linear/angular impulse applied to satisfy the constraint)
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inline Vec3 GetTotalLambdaPosition() const { return mPointConstraintPart.GetTotalLambda(); }
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