mirror of
https://github.com/opensim/opensim.git
synced 2026-08-11 20:05:33 +08:00
* Optimized usings
* Shortened type references * Removed redundant 'this' qualifier
This commit is contained in:
@@ -27,24 +27,26 @@
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*/
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using System.Reflection;
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using System.Runtime.InteropServices;
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// Information about this assembly is defined by the following
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// attributes.
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//
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// change them to the information which is associated with the assembly
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// you compile.
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[assembly: AssemblyTitle("RealPhysXplugin")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("RealPhysXplugin")]
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[assembly: AssemblyCopyright("")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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[assembly : AssemblyTitle("RealPhysXplugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("")]
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[assembly : AssemblyProduct("RealPhysXplugin")]
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[assembly : AssemblyCopyright("")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// This sets the default COM visibility of types in the assembly to invisible.
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// If you need to expose a type to COM, use [ComVisible(true)] on that type.
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[assembly: ComVisible(false)]
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[assembly : ComVisible(false)]
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// The assembly version has following format :
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//
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@@ -53,4 +55,4 @@ using System.Runtime.InteropServices;
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly: AssemblyVersion("1.0.*")]
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[assembly : AssemblyVersion("1.0.*")]
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@@ -34,102 +34,99 @@ using Quaternion=Axiom.Math.Quaternion;
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namespace OpenSim.Region.Physics.PhysXPlugin
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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 PhysXPlugin : IPhysicsPlugin
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{
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private PhysXScene _mScene;
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public PhysXPlugin()
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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 PhysXScene();
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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("RealPhysX");
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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 PhysXScene :PhysicsScene
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{
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private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
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private List<PhysXPrim> _prims = new List<PhysXPrim>();
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private float[] _heightMap = null;
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private NxPhysicsSDK mySdk;
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private NxScene scene;
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public PhysXScene()
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{
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mySdk = NxPhysicsSDK.CreateSDK();
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Console.WriteLine("Sdk created - now creating scene");
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scene = mySdk.CreateScene();
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
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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 PhysXPlugin : IPhysicsPlugin
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{
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private PhysXScene _mScene;
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public PhysXPlugin()
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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 PhysXScene();
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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 ("RealPhysX");
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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 PhysXScene : PhysicsScene
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{
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private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
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private List<PhysXPrim> _prims = new List<PhysXPrim>();
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private float[] _heightMap = null;
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private NxPhysicsSDK mySdk;
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private NxScene scene;
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public PhysXScene()
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{
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mySdk = NxPhysicsSDK.CreateSDK();
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Console.WriteLine("Sdk created - now creating scene");
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scene = mySdk.CreateScene();
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
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act.Position = position;
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_characters.Add(act);
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return act;
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}
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_characters.Add(act);
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return act;
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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}
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PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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Vec3 siz = new Vec3();
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz));
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_prims.Add(act);
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return act;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
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private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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Vec3 siz = new Vec3();
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
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_prims.Add(act);
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return act;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation)
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{
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return AddPrim(position, size, rotation);
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}
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public override void Simulate(float timeStep)
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{
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public override void Simulate(float timeStep)
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{
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try
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{
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foreach (PhysXCharacter actor in _characters)
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@@ -149,309 +146,237 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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{
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Console.WriteLine(e.Message);
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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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if (this._heightMap != null)
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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 { 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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if (_heightMap != null)
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{
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Console.WriteLine("PhysX - deleting old terrain");
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this.scene.DeleteTerrain();
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scene.DeleteTerrain();
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}
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this._heightMap = heightMap;
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this.scene.AddTerrain(heightMap);
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}
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_heightMap = heightMap;
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scene.AddTerrain(heightMap);
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}
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public override void DeleteTerrain()
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{
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this.scene.DeleteTerrain();
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}
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scene.DeleteTerrain();
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}
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}
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public class PhysXCharacter : 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 NxCharacter _character;
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private bool flying;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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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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_character = character;
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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 flying;
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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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public class PhysXCharacter : 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 NxCharacter _character;
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private bool flying;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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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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_character = character;
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}
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public override bool Flying
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{
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get { return flying; }
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set { flying = value; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set
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{
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_position = value;
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Vec3 ps = new Vec3();
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ps.X = value.X;
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ps.Y = value.Y;
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ps.Z = value.Z;
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this._character.Position = ps;
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}
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}
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public override PhysicsVector Size
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{
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get
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{
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return new PhysicsVector(0,0,0);
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||||
}
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||||
set
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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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||||
{
|
||||
return _velocity;
|
||||
}
|
||||
set
|
||||
{
|
||||
_velocity = value;
|
||||
}
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}
|
||||
|
||||
public override bool Kinematic
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||||
{
|
||||
get
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||||
{
|
||||
return false;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
return Quaternion.Identity;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get
|
||||
{
|
||||
return _acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
public void SetAcceleration (PhysicsVector accel)
|
||||
{
|
||||
this._acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Move(float timeStep)
|
||||
{
|
||||
Vec3 vec = new Vec3();
|
||||
vec.X = this._velocity.X * timeStep;
|
||||
vec.Y = this._velocity.Y * timeStep;
|
||||
if(flying)
|
||||
{
|
||||
vec.Z = ( this._velocity.Z) * timeStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
gravityAccel+= -9.8f;
|
||||
vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
|
||||
}
|
||||
int res = this._character.Move(vec);
|
||||
if(res == 1)
|
||||
{
|
||||
gravityAccel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdatePosition()
|
||||
{
|
||||
Vec3 vec = this._character.Position;
|
||||
this._position.X = vec.X;
|
||||
this._position.Y = vec.Y;
|
||||
this._position.Z = vec.Z;
|
||||
}
|
||||
}
|
||||
|
||||
public class PhysXPrim : PhysicsActor
|
||||
{
|
||||
private PhysicsVector _position;
|
||||
private PhysicsVector _velocity;
|
||||
private PhysicsVector _acceleration;
|
||||
private NxActor _prim;
|
||||
|
||||
public PhysXPrim(NxActor prim)
|
||||
{
|
||||
_velocity = new PhysicsVector();
|
||||
_position = new PhysicsVector();
|
||||
_acceleration = new PhysicsVector();
|
||||
_prim = prim;
|
||||
}
|
||||
public override bool Flying
|
||||
{
|
||||
get
|
||||
{
|
||||
return false; //no flying prims for you
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
{
|
||||
PhysicsVector pos = new PhysicsVector();
|
||||
Vec3 vec = this._prim.Position;
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
return pos;
|
||||
|
||||
}
|
||||
set
|
||||
{
|
||||
PhysicsVector vec = value;
|
||||
Vec3 pos = new Vec3();
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
this._prim.Position = pos;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get
|
||||
{
|
||||
return new PhysicsVector(0, 0, 0);
|
||||
}
|
||||
set
|
||||
{
|
||||
_character.Position = ps;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get
|
||||
{
|
||||
return _velocity;
|
||||
}
|
||||
set
|
||||
{
|
||||
_velocity = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get
|
||||
{
|
||||
return this._prim.Kinematic;
|
||||
}
|
||||
set
|
||||
{
|
||||
this._prim.Kinematic = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
Quaternion res = new Quaternion();
|
||||
PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
|
||||
res.w = quat.W;
|
||||
res.x = quat.X;
|
||||
res.y = quat.Y;
|
||||
res.z = quat.Z;
|
||||
return res;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get
|
||||
{
|
||||
return _acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
public void SetAcceleration (PhysicsVector accel)
|
||||
{
|
||||
this._acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return new PhysicsVector(0, 0, 0); }
|
||||
set { }
|
||||
}
|
||||
|
||||
}
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get { return Quaternion.Identity; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
}
|
||||
|
||||
public void SetAcceleration(PhysicsVector accel)
|
||||
{
|
||||
_acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public void Move(float timeStep)
|
||||
{
|
||||
Vec3 vec = new Vec3();
|
||||
vec.X = _velocity.X*timeStep;
|
||||
vec.Y = _velocity.Y*timeStep;
|
||||
if (flying)
|
||||
{
|
||||
vec.Z = (_velocity.Z)*timeStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
gravityAccel += -9.8f;
|
||||
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
|
||||
}
|
||||
int res = _character.Move(vec);
|
||||
if (res == 1)
|
||||
{
|
||||
gravityAccel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdatePosition()
|
||||
{
|
||||
Vec3 vec = _character.Position;
|
||||
_position.X = vec.X;
|
||||
_position.Y = vec.Y;
|
||||
_position.Z = vec.Z;
|
||||
}
|
||||
}
|
||||
|
||||
public class PhysXPrim : PhysicsActor
|
||||
{
|
||||
private PhysicsVector _position;
|
||||
private PhysicsVector _velocity;
|
||||
private PhysicsVector _acceleration;
|
||||
private NxActor _prim;
|
||||
|
||||
public PhysXPrim(NxActor prim)
|
||||
{
|
||||
_velocity = new PhysicsVector();
|
||||
_position = new PhysicsVector();
|
||||
_acceleration = new PhysicsVector();
|
||||
_prim = prim;
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; //no flying prims for you
|
||||
}
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
{
|
||||
PhysicsVector pos = new PhysicsVector();
|
||||
Vec3 vec = _prim.Position;
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
return pos;
|
||||
}
|
||||
set
|
||||
{
|
||||
PhysicsVector vec = value;
|
||||
Vec3 pos = new Vec3();
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
_prim.Position = pos;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
{
|
||||
get { return new PhysicsVector(0, 0, 0); }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return _prim.Kinematic; }
|
||||
set { _prim.Kinematic = value; }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
Quaternion res = new Quaternion();
|
||||
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
||||
res.w = quat.W;
|
||||
res.x = quat.X;
|
||||
res.y = quat.Y;
|
||||
res.z = quat.Z;
|
||||
return res;
|
||||
}
|
||||
set { }
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
}
|
||||
|
||||
public void SetAcceleration(PhysicsVector accel)
|
||||
{
|
||||
_acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user