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Update svn properties.
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@@ -1,39 +1,39 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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/// <summary>
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/// This implements an interface similar to that provided by physics engines to OpenSim internally.
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/// Eg, PhysicsActor. It is capable of setting and getting properties related to the current
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/// physics scene representation of this object.
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/// </summary>
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public interface IObjectPhysics
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{
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bool Enabled { get; set; }
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bool Phantom { get; set; }
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bool PhantomCollisions { get; set; }
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double Density { get; set; }
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double Mass { get; set; }
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double Buoyancy { get; set; }
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Vector3 GeometricCenter { get; }
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Vector3 CenterOfMass { get; }
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Vector3 RotationalVelocity { get; set; }
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Vector3 Velocity { get; set; }
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Vector3 Torque { get; set; }
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Vector3 Acceleration { get; }
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Vector3 Force { get; set; }
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bool FloatOnWater { set; }
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void AddForce(Vector3 force, bool pushforce);
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void AddAngularForce(Vector3 force, bool pushforce);
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void SetMomentum(Vector3 momentum);
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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 System.Text;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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/// <summary>
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/// This implements an interface similar to that provided by physics engines to OpenSim internally.
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/// Eg, PhysicsActor. It is capable of setting and getting properties related to the current
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/// physics scene representation of this object.
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/// </summary>
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public interface IObjectPhysics
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{
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bool Enabled { get; set; }
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bool Phantom { get; set; }
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bool PhantomCollisions { get; set; }
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double Density { get; set; }
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double Mass { get; set; }
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double Buoyancy { get; set; }
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Vector3 GeometricCenter { get; }
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Vector3 CenterOfMass { get; }
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Vector3 RotationalVelocity { get; set; }
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Vector3 Velocity { get; set; }
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Vector3 Torque { get; set; }
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Vector3 Acceleration { get; }
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Vector3 Force { get; set; }
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bool FloatOnWater { set; }
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void AddForce(Vector3 force, bool pushforce);
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void AddAngularForce(Vector3 force, bool pushforce);
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void SetMomentum(Vector3 momentum);
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}
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}
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