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@ -87,7 +87,7 @@ struct b3ClothDef
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};
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};
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// A cloth represents a deformable surface as a collection of particles.
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// A cloth represents a deformable surface as a collection of particles.
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// Particles may be connected with each other.
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// Particles may be connected with each other by springs.
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class b3Cloth
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class b3Cloth
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{
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{
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public:
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public:
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@ -101,7 +101,7 @@ public:
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b3Vec3 GetGravity() const;
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b3Vec3 GetGravity() const;
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// Attach a world to this cloth.
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// Attach a world to this cloth.
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// The cloth will be able to respond to collisions with the static shapes in the attached world.
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// The cloth will be able to respond to collisions with the rigid bodies in the attached world.
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void SetWorld(b3World* world);
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void SetWorld(b3World* world);
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// Get the world attached to this cloth.
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// Get the world attached to this cloth.
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@ -129,7 +129,7 @@ public:
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// Return the cloth mesh proxy.
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// Return the cloth mesh proxy.
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const b3ClothMesh* GetMesh() const;
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const b3ClothMesh* GetMesh() const;
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// Return the cloth particle given vertex index.
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// Return the cloth particle given the vertex index.
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b3Particle* GetParticle(u32 i);
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b3Particle* GetParticle(u32 i);
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// Return the cloth triangle given the triangle index.
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// Return the cloth triangle given the triangle index.
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