PhysicsDrag trait limit props
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@ -2,6 +2,7 @@ package armory.trait;
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import iron.Trait;
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import iron.system.Input;
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import iron.math.Vec3;
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import iron.math.Vec4;
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import iron.math.Mat4;
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import iron.math.RayCaster;
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@ -14,6 +15,11 @@ class PhysicsDrag extends Trait {
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public function new() { super(); }
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#else
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@prop public var linearLowerLimit = new Vec3(0,0,0);
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@prop public var linearUpperLimit = new Vec3(0,0,0);
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@prop public var angularLowerLimit = new Vec3(-10,-10,-10);
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@prop public var angularUpperLimit = new Vec3(10,10,10);
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var pickConstraint: bullet.Bt.Generic6DofConstraint = null;
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var pickDist: Float;
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var pickedBody: RigidBody = null;
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@ -56,10 +62,10 @@ class PhysicsDrag extends Trait {
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tr.setOrigin(localPivot);
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pickConstraint = new bullet.Bt.Generic6DofConstraint(b.body, tr, false);
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pickConstraint.setLinearLowerLimit(new bullet.Bt.Vector3(0, 0, 0));
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pickConstraint.setLinearUpperLimit(new bullet.Bt.Vector3(0, 0, 0));
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pickConstraint.setAngularLowerLimit(new bullet.Bt.Vector3(-10, -10, -10));
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pickConstraint.setAngularUpperLimit(new bullet.Bt.Vector3(10, 10, 10));
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pickConstraint.setLinearLowerLimit(new bullet.Bt.Vector3(linearLowerLimit.x, linearLowerLimit.y, linearLowerLimit.z));
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pickConstraint.setLinearUpperLimit(new bullet.Bt.Vector3(linearUpperLimit.x, linearUpperLimit.y, linearUpperLimit.z));
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pickConstraint.setAngularLowerLimit(new bullet.Bt.Vector3(angularLowerLimit.x, angularLowerLimit.y, angularLowerLimit.z));
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pickConstraint.setAngularUpperLimit(new bullet.Bt.Vector3(angularUpperLimit.x, angularUpperLimit.y, angularUpperLimit.z));
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physics.world.addConstraint(pickConstraint, false);
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/*pickConstraint.setParam(4, 0.8, 0);
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