Add some private copy-constructors and private assignment operators
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@ -96,6 +96,14 @@ class BallAndSocketJoint : public Constraint {
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/// Accumulated impulse
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Vector3 mImpulse;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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BallAndSocketJoint(const BallAndSocketJoint& constraint);
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/// Private assignment operator
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BallAndSocketJoint& operator=(const BallAndSocketJoint& constraint);
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public :
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// -------------------- Methods -------------------- //
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@ -108,6 +108,14 @@ class FixedJoint : public Constraint {
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/// Inverse of the initial orientation difference between the two bodies
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Quaternion mInitOrientationDifferenceInv;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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FixedJoint(const FixedJoint& constraint);
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/// Private assignment operator
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FixedJoint& operator=(const FixedJoint& constraint);
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public :
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// -------------------- Methods -------------------- //
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@ -223,6 +223,12 @@ class HingeJoint : public Constraint {
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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HingeJoint(const HingeJoint& constraint);
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/// Private assignment operator
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HingeJoint& operator=(const HingeJoint& constraint);
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/// Reset the limits
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void resetLimits();
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@ -236,6 +236,12 @@ class SliderJoint : public Constraint {
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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SliderJoint(const SliderJoint& constraint);
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/// Private assignment operator
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SliderJoint& operator=(const SliderJoint& constraint);
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/// Reset the limits
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void resetLimits();
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@ -37,8 +37,17 @@ namespace reactphysics3d {
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*/
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struct Impulse {
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private:
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// -------------------- Methods -------------------- //
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/// Private assignment operator
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Impulse& operator=(const Impulse& impulse);
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public:
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// -------------------- Attributes -------------------- //
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/// Linear impulse applied to the first body
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const Vector3 linearImpulseBody1;
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@ -51,12 +60,25 @@ struct Impulse {
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/// Angular impulse applied to the second body
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const Vector3 angularImpulseBody2;
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/// Constructor
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Impulse(const Vector3& linearImpulseBody1, const Vector3& angularImpulseBody1,
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const Vector3& linearImpulseBody2, const Vector3& angularImpulseBody2)
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: linearImpulseBody1(linearImpulseBody1), angularImpulseBody1(angularImpulseBody1),
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linearImpulseBody2(linearImpulseBody2), angularImpulseBody2(angularImpulseBody2) {
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// -------------------- Methods -------------------- //
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/// Constructor
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Impulse(const Vector3& initLinearImpulseBody1, const Vector3& initAngularImpulseBody1,
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const Vector3& initLinearImpulseBody2, const Vector3& initAngularImpulseBody2)
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: linearImpulseBody1(initLinearImpulseBody1),
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angularImpulseBody1(initAngularImpulseBody1),
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linearImpulseBody2(initLinearImpulseBody2),
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angularImpulseBody2(initAngularImpulseBody2) {
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}
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/// Copy-constructor
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Impulse(const Impulse& impulse)
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: linearImpulseBody1(impulse.linearImpulseBody1),
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angularImpulseBody1(impulse.angularImpulseBody1),
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linearImpulseBody2(impulse.linearImpulseBody2),
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angularImpulseBody2(impulse.angularImpulseBody2) {
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;
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}
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};
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