Universe.Physics.BulletSPlugin.BSConstraintSpring.SetEquilibriumPoint C# (CSharp) Method

SetEquilibriumPoint() public method

public SetEquilibriumPoint ( Vector3 linearEq, Vector3 angularEq ) : bool
linearEq Vector3
angularEq Vector3
return bool
        public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
        {
            PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
                                            m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
            PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
            return true;
        }
    }

Same methods

BSConstraintSpring::SetEquilibriumPoint ( int pIndex, float pEqPoint ) : bool