//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ const Math::Vector3 PhysicsActor::getAngularDamping() const { Math::Vector3 damping; NewtonBodyGetAngularDamping(m_pActor, damping.m_array); return damping; }
Ogre::Vector3 Body::getAngularDamping() { Ogre::Vector3 ret; NewtonBodyGetAngularDamping( m_body, &ret.x ); return ret; }
void* dNewtonBody::GetAngularDamping() { NewtonBodyGetAngularDamping(m_body, &m_angulardamping.m_x); return &m_angulardamping; }
float cPhysicsBodyNewton::GetAngularDamping() const { float fDamp[3]; NewtonBodyGetAngularDamping(m_pNewtonBody, fDamp); return fDamp[0]; }