add torque unit
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@@ -144,13 +144,16 @@ namespace FlaxEditor.Utilities
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/// List known units which cannot be handled as a variable easily because they contain operator
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/// symbols (mostly a forward slash). The value is the factor to calculate game units.
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/// </summary>
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// Nm is here because these values are compared case-sensitive and we don't want to confuse
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// nanometers and Newtonmeters
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private static readonly IDictionary<string, double> UnitSymbols = new Dictionary<string, double>
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{
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["cm/s"] = Units.Meters2Units / 100,
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["cm/s²"] = Units.Meters2Units / 100,
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["m/s"] = Units.Meters2Units,
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["m/s²"] = Units.Meters2Units,
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["km/h"] = 1/3.6 * Units.Meters2Units
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["km/h"] = 1/3.6 * Units.Meters2Units,
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["Nm"] = Units.Meters2Units * Units.Meters2Units
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};
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/// <summary>
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@@ -1203,6 +1203,7 @@ namespace FlaxEditor.Utilities
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case FlaxEngine.Utils.ValueCategory.Volume: return (value / Units.Meters2Units / Units.Meters2Units / Units.Meters2Units).ToString(format, CultureInfo.InvariantCulture) + "m³";
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case FlaxEngine.Utils.ValueCategory.Mass: return value.ToString(format, CultureInfo.InvariantCulture) + "kg";
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case FlaxEngine.Utils.ValueCategory.Force: return (value / Units.Meters2Units).ToString(format, CultureInfo.InvariantCulture) + "N";
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case FlaxEngine.Utils.ValueCategory.Torque: return (value / Units.Meters2Units / Units.Meters2Units).ToString(format, CultureInfo.InvariantCulture) + "Nm";
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case FlaxEngine.Utils.ValueCategory.None:
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default:
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return FormatFloat(value);
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@@ -181,7 +181,7 @@ public:
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/// <summary>
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/// Gets the mass value measured in kilograms (use override value only if OverrideMass is checked).
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(110), Limit(0), EditorDisplay(\"Rigid Body\")")
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API_PROPERTY(Attributes="EditorOrder(110), Limit(0), EditorDisplay(\"Rigid Body\"), NumberCategory(Utils.ValueCategory.Mass)")
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float GetMass() const;
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/// <summary>
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@@ -1053,7 +1053,8 @@ namespace FlaxEngine
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Speed,
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Acceleration,
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Time,
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Force
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Force,
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Torque
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}
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}
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}
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