delete mesh;
}
+void Gear::set_angular_offset(float offs)
+{
+ init_angle = offs;
+ xform_valid = false;
+}
+
+float Gear::get_angular_offset() const
+{
+ return init_angle;
+}
+
void Gear::set_teeth(int nt, float tooth_pitch)
{
float circ = tooth_pitch * nt;
xform_valid = false;
}
+const Vec3 &Gear::get_axis() const
+{
+ return axis;
+}
+
void Gear::set_position(const Vec3 &pos)
{
this->pos = pos;