allow direct particle position alteration in order for mouse spring work
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caef3fede8
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@ -168,7 +168,7 @@ public:
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if (m_spring)
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if (m_spring)
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{
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{
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m_particle->ApplyTranslation(dx);
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m_particle->SetPosition(B);
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}
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}
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else
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else
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{
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{
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@ -81,6 +81,11 @@ public:
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// Get the vertex index.
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// Get the vertex index.
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u32 GetVertex() const;
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u32 GetVertex() const;
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// Set the particle position.
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// If the particle is dynamic changing the position directly might lead
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// to physically incorrect simulation behaviour.
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void SetPosition(const b3Vec3& position);
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// Get the particle position.
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// Get the particle position.
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const b3Vec3& GetPosition() const;
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const b3Vec3& GetPosition() const;
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@ -175,6 +180,12 @@ inline u32 b3Particle::GetVertex() const
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return m_vertex;
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return m_vertex;
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}
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}
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inline void b3Particle::SetPosition(const b3Vec3& position)
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{
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m_position = position;
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m_translation.SetZero();
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}
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inline const b3Vec3& b3Particle::GetPosition() const
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inline const b3Vec3& b3Particle::GetPosition() const
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{
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{
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return m_position;
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return m_position;
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