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chore: Rename _nativeIntertia to _nativeInertia #2840 (#2847)
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sources/engine/Stride.BepuPhysics/Stride.BepuPhysics/BodyComponent.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ public class BodyComponent : CollidableComponent
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private float _sleepThreshold = 0.01f;
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private byte _minimumTimestepCountUnderThreshold = 32;
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private InterpolationMode _interpolationMode = InterpolationMode.None;
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private BodyInertia _nativeIntertia;
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private BodyInertia _nativeInertia;
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/// <summary> Can be null when it isn't part of a simulation yet/anymore </summary>
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[DataMemberIgnore]
@@ -60,7 +60,7 @@ public bool Kinematic
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{
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#warning Norbo: maybe setting bRef.LocalInertia is enough instead of getting and applying description ... ?
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bRef.GetDescription(out var description);
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description.LocalInertia = Kinematic ? new BodyInertia() : _nativeIntertia;
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description.LocalInertia = Kinematic ? new BodyInertia() : _nativeInertia;
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bRef.ApplyDescription(description);
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}
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}
@@ -422,7 +422,7 @@ protected override void AttachInner(NRigidPose pose, BodyInertia shapeInertia, T
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{
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Debug.Assert(Simulation is not null);
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_nativeIntertia = shapeInertia;
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_nativeInertia = shapeInertia;
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if (Kinematic)
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shapeInertia = new BodyInertia();
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