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/// Gravity to apply to dynamic bodies in the simulation.
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/// </summary>
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publicVector3Gravity;
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/// <summary>
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/// Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
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/// </summary>
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publicfloatLinearDamping;
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/// <summary>
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/// Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.
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/// </summary>
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publicfloatAngularDamping;
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Vector3gravityDt;
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floatlinearDampingDt;
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floatangularDampingDt;
@@ -27,7 +37,12 @@ public void Initialize(Simulation simulation)
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//If you had a simulation with per body gravity stored in a CollidableProperty<T> or something similar, having the simulation provided in a callback can be helpful.
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}
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-
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/// <summary>
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/// Creates a new set of simple callbacks for the demos.
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/// </summary>
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/// <param name="gravity">Gravity to apply to dynamic bodies in the simulation.</param>
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/// <param name="linearDamping">Fraction of dynamic body linear velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
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/// <param name="angularDamping">Fraction of dynamic body angular velocity to remove per unit of time. Values range from 0 to 1. 0 is fully undamped, while values very close to 1 will remove most velocity.</param>
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