using MagicPhysX; namespace MagicPhysX.Toolkit.Internal; internal static class RigidbodyConstraintsExtensions { public static PxRigidDynamicLockFlags AsPxRigidDynamicLockFlags(this RigidbodyConstraints constraints) { PxRigidDynamicLockFlags result = 0; if ((constraints & RigidbodyConstraints.FreezePositionX) == RigidbodyConstraints.FreezePositionX) { result |= PxRigidDynamicLockFlags.LockLinearX; } if ((constraints & RigidbodyConstraints.FreezePositionY) == RigidbodyConstraints.FreezePositionY) { result |= PxRigidDynamicLockFlags.LockLinearY; } if ((constraints & RigidbodyConstraints.FreezePositionZ) == RigidbodyConstraints.FreezePositionZ) { result |= PxRigidDynamicLockFlags.LockLinearZ; } if ((constraints & RigidbodyConstraints.FreezeRotationX) == RigidbodyConstraints.FreezeRotationX) { result |= PxRigidDynamicLockFlags.LockAngularX; } if ((constraints & RigidbodyConstraints.FreezeRotationY) == RigidbodyConstraints.FreezeRotationY) { result |= PxRigidDynamicLockFlags.LockAngularY; } if ((constraints & RigidbodyConstraints.FreezeRotationZ) == RigidbodyConstraints.FreezeRotationZ) { result |= PxRigidDynamicLockFlags.LockAngularZ; } return result; } }