1 | #ifndef NX_PHYSICS_NXSPRINGANDDAMPEREFFECTORDESC
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2 | #define NX_PHYSICS_NXSPRINGANDDAMPEREFFECTORDESC
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3 | /*----------------------------------------------------------------------------*\
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4 | |
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5 | | Public Interface to NovodeX Technology
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6 | |
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7 | | www.novodex.com
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8 | |
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9 | \*----------------------------------------------------------------------------*/
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10 | /** \addtogroup physics
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11 | @{
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12 | */
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13 |
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14 | #include "Nxp.h"
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15 |
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16 | class NxActor;
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17 |
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18 | /* TODO: This is not yet/anymore used for anything useful!! */
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19 |
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20 | /**
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21 | \brief Desc class for NxSpringAndDamperEffector.
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22 |
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23 | <h3>Example</h3>
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24 |
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25 | \include NxSpringAndDamperEffector_Create.cpp
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26 |
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27 | @see NxSpringAndDamperEffector
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28 | */
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29 | class NxSpringAndDamperEffectorDesc
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30 | {
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31 | public:
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32 |
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33 | /**
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34 | \brief Constructor sets to default.
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35 | */
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36 | NX_INLINE NxSpringAndDamperEffectorDesc();
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37 |
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38 | /**
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39 | \brief (re)sets the structure to the default.
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40 | */
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41 | NX_INLINE void setToDefault();
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42 |
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43 | /**
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44 | \brief Returns true if the descriptor is valid.
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45 |
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46 | \return true if the current settings are valid
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47 | */
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48 | NX_INLINE bool isValid() const;
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49 |
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50 | /**
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51 | \brief First attached body.
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52 |
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53 | <b>Default:</b> NULL
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54 |
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55 | <b>Platform:</b>
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56 | \li PC SW: Yes
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57 | \li PPU : No
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58 | \li PS3 : Yes
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59 | \li XB360: Yes
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60 |
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61 | @see NxSpringAndDampererEffector.setBodies()
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62 | */
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63 | NxActor* body1;
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64 |
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65 | /**
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66 | \brief Second attached body.
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67 |
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68 | <b>Default:</b> NULL
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69 |
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70 | <b>Platform:</b>
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71 | \li PC SW: Yes
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72 | \li PPU : No
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73 | \li PS3 : Yes
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74 | \li XB360: Yes
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75 |
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76 | @see NxSpringAndDampererEffector.setBodies()
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77 | */
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78 | NxActor* body2;
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79 |
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80 | /**
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81 | \brief First attachment point.
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82 |
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83 | <b>Range:</b> position vector<br>
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84 | <b>Default:</b> Zero
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85 |
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86 | <b>Platform:</b>
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87 | \li PC SW: Yes
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88 | \li PPU : No
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89 | \li PS3 : Yes
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90 | \li XB360: Yes
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91 |
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92 | @see NxSpringAndDampererEffector.setBodies()
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93 | */
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94 | NxVec3 pos1;
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95 |
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96 | /**
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97 | \brief Second attachment point.
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98 |
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99 | <b>Range:</b> position vector<br>
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100 | <b>Default:</b> Zero
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101 |
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102 | <b>Platform:</b>
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103 | \li PC SW: Yes
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104 | \li PPU : No
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105 | \li PS3 : Yes
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106 | \li XB360: Yes
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107 |
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108 | @see NxSpringAndDampererEffector.setBodies()
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109 | */
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110 | NxVec3 pos2;
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111 |
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112 | //linear spring parameters:
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113 | /**
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114 | \brief
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115 |
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116 | <b>Range:</b> [0,springDistRelaxed]<br>
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117 | <b>Default:</b> 0
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118 |
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119 | <b>Platform:</b>
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120 | \li PC SW: Yes
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121 | \li PPU : No
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122 | \li PS3 : Yes
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123 | \li XB360: Yes
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124 |
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125 | @see NxSpringAndDampererEffector.setLinearSpring() NxSpringAndDampererEffector.getLinearSpring()
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126 | */
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127 | NxReal springDistCompressSaturate;
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128 |
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129 | /**
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130 | \brief
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131 |
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132 | <b>Range:</b> [springDistCompressSaturate,springDistStretchSaturate]<br>
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133 | <b>Default:</b> 0
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134 |
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135 | <b>Platform:</b>
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136 | \li PC SW: Yes
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137 | \li PPU : No
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138 | \li PS3 : Yes
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139 | \li XB360: Yes
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140 |
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141 | @see NxSpringAndDampererEffector.setLinearSpring() NxSpringAndDampererEffector.getLinearSpring()
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142 | */
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143 | NxReal springDistRelaxed;
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144 |
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145 | /**
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146 | \brief
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147 |
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148 | <b>Range:</b> [springDistCompressSaturate,inf)<br>
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149 | <b>Default:</b> 0
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150 |
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151 | <b>Platform:</b>
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152 | \li PC SW: Yes
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153 | \li PPU : No
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154 | \li PS3 : Yes
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155 | \li XB360: Yes
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156 |
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157 | @see NxSpringAndDampererEffector.setLinearSpring() NxSpringAndDampererEffector.getLinearSpring()
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158 | */
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159 | NxReal springDistStretchSaturate;
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160 |
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161 | /**
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162 | \brief
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163 |
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164 | <b>Range:</b> [0,inf)<br>
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165 | <b>Default:</b> 0
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166 |
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167 | <b>Platform:</b>
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168 | \li PC SW: Yes
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169 | \li PPU : No
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170 | \li PS3 : Yes
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171 | \li XB360: Yes
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172 |
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173 | @see NxSpringAndDampererEffector.setLinearSpring() NxSpringAndDampererEffector.getLinearSpring()
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174 | */
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175 | NxReal springMaxCompressForce;
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176 |
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177 | /**
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178 | \brief
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179 |
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180 | <b>Range:</b> [0,inf)<br>
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181 | <b>Default:</b> 0
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182 |
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183 | <b>Platform:</b>
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184 | \li PC SW: Yes
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185 | \li PPU : No
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186 | \li PS3 : Yes
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187 | \li XB360: Yes
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188 |
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189 | @see NxSpringAndDampererEffector.setLinearSpring() NxSpringAndDampererEffector.getLinearSpring()
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190 | */
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191 | NxReal springMaxStretchForce;
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192 |
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193 | //linear damper parameters:
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194 |
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195 | /**
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196 | \brief
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197 |
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198 | <b>Range:</b> (-inf,0]<br>
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199 | <b>Default:</b> 0
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200 |
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201 | <b>Platform:</b>
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202 | \li PC SW: Yes
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203 | \li PPU : No
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204 | \li PS3 : Yes
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205 | \li XB360: Yes
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206 |
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207 | @see NxSpringAndDampererEffector.setLinearDamper() NxSpringAndDampererEffector.getLinearDamper()
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208 | */
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209 | NxReal damperVelCompressSaturate;
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210 |
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211 | /**
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212 | \brief
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213 |
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214 | <b>Range:</b> [0,inf)<br>
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215 | <b>Default:</b> 0
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216 |
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217 | <b>Platform:</b>
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218 | \li PC SW: Yes
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219 | \li PPU : No
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220 | \li PS3 : Yes
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221 | \li XB360: Yes
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222 |
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223 | @see NxSpringAndDampererEffector.setLinearDamper() NxSpringAndDampererEffector.getLinearDamper()
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224 | */
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225 | NxReal damperVelStretchSaturate;
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226 |
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227 | /**
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228 | \brief
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229 |
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230 | <b>Range:</b> [0,inf)<br>
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231 | <b>Default:</b> 0
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232 |
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233 | <b>Platform:</b>
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234 | \li PC SW: Yes
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235 | \li PPU : No
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236 | \li PS3 : Yes
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237 | \li XB360: Yes
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238 |
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239 | @see NxSpringAndDampererEffector.setLinearDamper() NxSpringAndDampererEffector.getLinearDamper()
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240 | */
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241 | NxReal damperMaxCompressForce;
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242 |
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243 | /**
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244 | \brief
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245 |
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246 | <b>Range:</b> [0,inf)<br>
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247 | <b>Default:</b> 0
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248 |
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249 | <b>Platform:</b>
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250 | \li PC SW: Yes
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251 | \li PPU : No
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252 | \li PS3 : Yes
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253 | \li XB360: Yes
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254 |
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255 | @see NxSpringAndDampererEffector.setLinearDamper() NxSpringAndDampererEffector.getLinearDamper()
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256 | */
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257 | NxReal damperMaxStretchForce;
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258 | };
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259 |
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260 | NX_INLINE NxSpringAndDamperEffectorDesc::NxSpringAndDamperEffectorDesc() //constructor sets to default
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261 | {
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262 | setToDefault();
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263 | }
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264 |
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265 | NX_INLINE void NxSpringAndDamperEffectorDesc::setToDefault()
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266 | {
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267 | body1 = NULL;
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268 | body2 = NULL;
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269 |
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270 | pos1.zero();
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271 | pos2.zero();
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272 |
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273 | springDistCompressSaturate = 0;
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274 | springDistRelaxed = 0;
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275 | springDistStretchSaturate = 0;
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276 | springMaxCompressForce = 0;
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277 | springMaxStretchForce = 0;
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278 |
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279 | damperVelCompressSaturate = 0;
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280 | damperVelStretchSaturate = 0;
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281 | damperMaxCompressForce = 0;
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282 | damperMaxStretchForce = 0;
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283 | }
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284 |
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285 | NX_INLINE bool NxSpringAndDamperEffectorDesc::isValid() const
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286 | {
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287 | return true;
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288 | }
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289 |
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290 | /** @} */
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291 | #endif
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292 |
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293 |
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294 | //AGCOPYRIGHTBEGIN
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295 | ///////////////////////////////////////////////////////////////////////////
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296 | // Copyright © 2005 AGEIA Technologies.
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297 | // All rights reserved. www.ageia.com
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298 | ///////////////////////////////////////////////////////////////////////////
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299 | //AGCOPYRIGHTEND
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300 |
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