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📄 mgcikjoint.inl

📁 3D Game Engine Design Source Code非常棒
💻 INL
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

//----------------------------------------------------------------------------
inline bool& MgcIKJoint::AllowTranslation (int i)
{
    assert( 0 <= i && i < 3 );
    return m_abAllowTrn[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::TranslationMin (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afMinTrn[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::TranslationMax (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afMaxTrn[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::TranslationSpringTension (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afTensionTrn[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::TranslationSpringOrigin (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afOriginTrn[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::TranslationSpringDamp (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afDampTrn[i];
}
//----------------------------------------------------------------------------
inline bool& MgcIKJoint::AllowRotation (int i)
{
    assert( 0 <= i && i < 3 );
    return m_abAllowRot[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::RotationMin (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afMinRot[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::RotationMax (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afMaxRot[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::RotationSpringTension (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afTensionRot[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::RotationSpringOrigin (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afOriginRot[i];
}
//----------------------------------------------------------------------------
inline MgcReal& MgcIKJoint::RotationSpringDamp (int i)
{
    assert( 0 <= i && i < 3 );
    return m_afDampRot[i];
}
//----------------------------------------------------------------------------

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