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Start of rewrite 5279!
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297
OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
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297
OpenSim/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Physics.Manager;
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namespace OpenSim.Physics.BasicPhysicsPlugin
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{
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/// <summary>
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/// Will be the PhysX plugin but for now will be a very basic physics engine
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/// </summary>
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public class BasicPhysicsPlugin : IPhysicsPlugin
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{
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private BasicScene _mScene;
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public BasicPhysicsPlugin()
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{
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}
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public bool Init()
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{
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return true;
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}
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public PhysicsScene GetScene()
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{
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if(_mScene == null)
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{
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_mScene = new BasicScene();
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}
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return(_mScene);
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}
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public string GetName()
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{
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return("basicphysics");
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}
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public void Dispose()
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{
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}
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}
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public class BasicScene :PhysicsScene
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{
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private List<BasicActor> _actors = new List<BasicActor>();
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private float[] _heightMap;
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public BasicScene()
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{
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}
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public override PhysicsActor AddAvatar(PhysicsVector position)
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{
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BasicActor act = new BasicActor();
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act.Position = position;
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_actors.Add(act);
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return act;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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BasicActor act = (BasicActor)actor;
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if(_actors.Contains(act))
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{
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_actors.Remove(act);
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}
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}
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
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{
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return null;
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}
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public override void Simulate(float timeStep)
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{
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foreach (BasicActor actor in _actors)
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{
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actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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/*if(actor.Flying)
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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}
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else
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{
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actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
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}
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if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
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{*/
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if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
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{
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actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
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}
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else
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{
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if (actor.Position.Y < -1)
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{
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actor.Position.Y = -1;
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}
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else if (actor.Position.Y > 257)
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{
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actor.Position.Y = 257;
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}
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if (actor.Position.X < -1)
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{
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actor.Position.X = -1;
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}
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if (actor.Position.X > 257)
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{
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actor.Position.X = 257;
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}
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}
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//}
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// This code needs sorting out - border crossings etc
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/* if(actor.Position.X<0)
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{
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ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.X = 0;
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actor.Velocity.X = 0;
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}
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if(actor.Position.Y < 0)
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{
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ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.Y = 0;
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actor.Velocity.Y = 0;
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}
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if(actor.Position.X > 255)
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{
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ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.X = 255;
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actor.Velocity.X = 0;
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}
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if(actor.Position.Y > 255)
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{
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ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
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actor.Position.Y = 255;
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actor.Velocity.X = 0;
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}*/
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}
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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get
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{
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return(false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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this._heightMap = heightMap;
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}
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public override void DeleteTerrain()
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{
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}
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}
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public class BasicActor : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private bool flying;
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public BasicActor()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override bool Flying
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{
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get
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{
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return false;
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}
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set
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{
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flying= value;
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}
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}
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public override PhysicsVector Position
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{
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get
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{
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return _position;
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}
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set
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{
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_position = value;
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}
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return _velocity;
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}
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set
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{
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_velocity = value;
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}
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}
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public override Axiom.MathLib.Quaternion Orientation
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{
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get
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{
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return Axiom.MathLib.Quaternion.Identity;
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}
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set
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{
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}
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}
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public override PhysicsVector Acceleration
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{
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get
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{
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return _acceleration;
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}
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}
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public override bool Kinematic
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{
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get
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{
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return true;
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}
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set
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{
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}
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}
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public void SetAcceleration (PhysicsVector accel)
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{
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this._acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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}
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}
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