diff options
Diffstat (limited to 'OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 850 |
1 files changed, 425 insertions, 425 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index 4c82549..111d436 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -1,425 +1,425 @@ | |||
1 | /*/* | 1 | /*/* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using OpenSim.Physics.Manager; | 30 | using OpenSim.Physics.Manager; |
31 | using PhysXWrapper; | 31 | using PhysXWrapper; |
32 | using Quaternion=Axiom.Math.Quaternion; | 32 | using Quaternion=Axiom.Math.Quaternion; |
33 | 33 | ||
34 | namespace OpenSim.Region.Physics.PhysXPlugin | 34 | namespace OpenSim.Region.Physics.PhysXPlugin |
35 | { | 35 | { |
36 | /// <summary> | 36 | /// <summary> |
37 | /// Will be the PhysX plugin but for now will be a very basic physics engine | 37 | /// Will be the PhysX plugin but for now will be a very basic physics engine |
38 | /// </summary> | 38 | /// </summary> |
39 | public class PhysXPlugin : IPhysicsPlugin | 39 | public class PhysXPlugin : IPhysicsPlugin |
40 | { | 40 | { |
41 | private PhysXScene _mScene; | 41 | private PhysXScene _mScene; |
42 | 42 | ||
43 | public PhysXPlugin() | 43 | public PhysXPlugin() |
44 | { | 44 | { |
45 | 45 | ||
46 | } | 46 | } |
47 | 47 | ||
48 | public bool Init() | 48 | public bool Init() |
49 | { | 49 | { |
50 | return true; | 50 | return true; |
51 | } | 51 | } |
52 | 52 | ||
53 | public PhysicsScene GetScene() | 53 | public PhysicsScene GetScene() |
54 | { | 54 | { |
55 | if(_mScene == null) | 55 | if(_mScene == null) |
56 | { | 56 | { |
57 | _mScene = new PhysXScene(); | 57 | _mScene = new PhysXScene(); |
58 | } | 58 | } |
59 | return(_mScene); | 59 | return(_mScene); |
60 | } | 60 | } |
61 | 61 | ||
62 | public string GetName() | 62 | public string GetName() |
63 | { | 63 | { |
64 | return("RealPhysX"); | 64 | return("RealPhysX"); |
65 | } | 65 | } |
66 | 66 | ||
67 | public void Dispose() | 67 | public void Dispose() |
68 | { | 68 | { |
69 | 69 | ||
70 | } | 70 | } |
71 | } | 71 | } |
72 | 72 | ||
73 | public class PhysXScene :PhysicsScene | 73 | public class PhysXScene :PhysicsScene |
74 | { | 74 | { |
75 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | 75 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); |
76 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | 76 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); |
77 | private float[] _heightMap = null; | 77 | private float[] _heightMap = null; |
78 | private NxPhysicsSDK mySdk; | 78 | private NxPhysicsSDK mySdk; |
79 | private NxScene scene; | 79 | private NxScene scene; |
80 | 80 | ||
81 | public PhysXScene() | 81 | public PhysXScene() |
82 | { | 82 | { |
83 | mySdk = NxPhysicsSDK.CreateSDK(); | 83 | mySdk = NxPhysicsSDK.CreateSDK(); |
84 | Console.WriteLine("Sdk created - now creating scene"); | 84 | Console.WriteLine("Sdk created - now creating scene"); |
85 | scene = mySdk.CreateScene(); | 85 | scene = mySdk.CreateScene(); |
86 | 86 | ||
87 | } | 87 | } |
88 | 88 | ||
89 | public override PhysicsActor AddAvatar(PhysicsVector position) | 89 | public override PhysicsActor AddAvatar(PhysicsVector position) |
90 | { | 90 | { |
91 | Vec3 pos = new Vec3(); | 91 | Vec3 pos = new Vec3(); |
92 | pos.X = position.X; | 92 | pos.X = position.X; |
93 | pos.Y = position.Y; | 93 | pos.Y = position.Y; |
94 | pos.Z = position.Z; | 94 | pos.Z = position.Z; |
95 | PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); | 95 | PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos)); |
96 | act.Position = position; | 96 | act.Position = position; |
97 | _characters.Add(act); | 97 | _characters.Add(act); |
98 | return act; | 98 | return act; |
99 | } | 99 | } |
100 | 100 | ||
101 | public override void RemoveAvatar(PhysicsActor actor) | 101 | public override void RemoveAvatar(PhysicsActor actor) |
102 | { | 102 | { |
103 | 103 | ||
104 | } | 104 | } |
105 | 105 | ||
106 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | 106 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) |
107 | { | 107 | { |
108 | Vec3 pos = new Vec3(); | 108 | Vec3 pos = new Vec3(); |
109 | pos.X = position.X; | 109 | pos.X = position.X; |
110 | pos.Y = position.Y; | 110 | pos.Y = position.Y; |
111 | pos.Z = position.Z; | 111 | pos.Z = position.Z; |
112 | Vec3 siz = new Vec3(); | 112 | Vec3 siz = new Vec3(); |
113 | siz.X = size.X; | 113 | siz.X = size.X; |
114 | siz.Y = size.Y; | 114 | siz.Y = size.Y; |
115 | siz.Z = size.Z; | 115 | siz.Z = size.Z; |
116 | PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz)); | 116 | PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz)); |
117 | _prims.Add(act); | 117 | _prims.Add(act); |
118 | return act; | 118 | return act; |
119 | } | 119 | } |
120 | public override void Simulate(float timeStep) | 120 | public override void Simulate(float timeStep) |
121 | { | 121 | { |
122 | try | 122 | try |
123 | { | 123 | { |
124 | foreach (PhysXCharacter actor in _characters) | 124 | foreach (PhysXCharacter actor in _characters) |
125 | { | 125 | { |
126 | actor.Move(timeStep); | 126 | actor.Move(timeStep); |
127 | } | 127 | } |
128 | scene.Simulate(timeStep); | 128 | scene.Simulate(timeStep); |
129 | scene.FetchResults(); | 129 | scene.FetchResults(); |
130 | scene.UpdateControllers(); | 130 | scene.UpdateControllers(); |
131 | 131 | ||
132 | foreach (PhysXCharacter actor in _characters) | 132 | foreach (PhysXCharacter actor in _characters) |
133 | { | 133 | { |
134 | actor.UpdatePosition(); | 134 | actor.UpdatePosition(); |
135 | } | 135 | } |
136 | } | 136 | } |
137 | catch (Exception e) | 137 | catch (Exception e) |
138 | { | 138 | { |
139 | Console.WriteLine(e.Message); | 139 | Console.WriteLine(e.Message); |
140 | } | 140 | } |
141 | 141 | ||
142 | } | 142 | } |
143 | 143 | ||
144 | public override void GetResults() | 144 | public override void GetResults() |
145 | { | 145 | { |
146 | 146 | ||
147 | } | 147 | } |
148 | 148 | ||
149 | public override bool IsThreaded | 149 | public override bool IsThreaded |
150 | { | 150 | { |
151 | get | 151 | get |
152 | { | 152 | { |
153 | return(false); // for now we won't be multithreaded | 153 | return(false); // for now we won't be multithreaded |
154 | } | 154 | } |
155 | } | 155 | } |
156 | 156 | ||
157 | public override void SetTerrain(float[] heightMap) | 157 | public override void SetTerrain(float[] heightMap) |
158 | { | 158 | { |
159 | if (this._heightMap != null) | 159 | if (this._heightMap != null) |
160 | { | 160 | { |
161 | Console.WriteLine("PhysX - deleting old terrain"); | 161 | Console.WriteLine("PhysX - deleting old terrain"); |
162 | this.scene.DeleteTerrain(); | 162 | this.scene.DeleteTerrain(); |
163 | } | 163 | } |
164 | this._heightMap = heightMap; | 164 | this._heightMap = heightMap; |
165 | this.scene.AddTerrain(heightMap); | 165 | this.scene.AddTerrain(heightMap); |
166 | } | 166 | } |
167 | 167 | ||
168 | public override void DeleteTerrain() | 168 | public override void DeleteTerrain() |
169 | { | 169 | { |
170 | this.scene.DeleteTerrain(); | 170 | this.scene.DeleteTerrain(); |
171 | } | 171 | } |
172 | } | 172 | } |
173 | 173 | ||
174 | public class PhysXCharacter : PhysicsActor | 174 | public class PhysXCharacter : PhysicsActor |
175 | { | 175 | { |
176 | private PhysicsVector _position; | 176 | private PhysicsVector _position; |
177 | private PhysicsVector _velocity; | 177 | private PhysicsVector _velocity; |
178 | private PhysicsVector _acceleration; | 178 | private PhysicsVector _acceleration; |
179 | private NxCharacter _character; | 179 | private NxCharacter _character; |
180 | private bool flying; | 180 | private bool flying; |
181 | private float gravityAccel; | 181 | private float gravityAccel; |
182 | 182 | ||
183 | public PhysXCharacter(NxCharacter character) | 183 | public PhysXCharacter(NxCharacter character) |
184 | { | 184 | { |
185 | _velocity = new PhysicsVector(); | 185 | _velocity = new PhysicsVector(); |
186 | _position = new PhysicsVector(); | 186 | _position = new PhysicsVector(); |
187 | _acceleration = new PhysicsVector(); | 187 | _acceleration = new PhysicsVector(); |
188 | _character = character; | 188 | _character = character; |
189 | } | 189 | } |
190 | 190 | ||
191 | public override bool Flying | 191 | public override bool Flying |
192 | { | 192 | { |
193 | get | 193 | get |
194 | { | 194 | { |
195 | return flying; | 195 | return flying; |
196 | } | 196 | } |
197 | set | 197 | set |
198 | { | 198 | { |
199 | flying = value; | 199 | flying = value; |
200 | } | 200 | } |
201 | } | 201 | } |
202 | 202 | ||
203 | public override PhysicsVector Position | 203 | public override PhysicsVector Position |
204 | { | 204 | { |
205 | get | 205 | get |
206 | { | 206 | { |
207 | return _position; | 207 | return _position; |
208 | } | 208 | } |
209 | set | 209 | set |
210 | { | 210 | { |
211 | _position = value; | 211 | _position = value; |
212 | Vec3 ps = new Vec3(); | 212 | Vec3 ps = new Vec3(); |
213 | ps.X = value.X; | 213 | ps.X = value.X; |
214 | ps.Y = value.Y; | 214 | ps.Y = value.Y; |
215 | ps.Z = value.Z; | 215 | ps.Z = value.Z; |
216 | this._character.Position = ps; | 216 | this._character.Position = ps; |
217 | } | 217 | } |
218 | } | 218 | } |
219 | 219 | ||
220 | public override PhysicsVector Velocity | 220 | public override PhysicsVector Velocity |
221 | { | 221 | { |
222 | get | 222 | get |
223 | { | 223 | { |
224 | return _velocity; | 224 | return _velocity; |
225 | } | 225 | } |
226 | set | 226 | set |
227 | { | 227 | { |
228 | _velocity = value; | 228 | _velocity = value; |
229 | } | 229 | } |
230 | } | 230 | } |
231 | 231 | ||
232 | public override bool Kinematic | 232 | public override bool Kinematic |
233 | { | 233 | { |
234 | get | 234 | get |
235 | { | 235 | { |
236 | return false; | 236 | return false; |
237 | } | 237 | } |
238 | set | 238 | set |
239 | { | 239 | { |
240 | 240 | ||
241 | } | 241 | } |
242 | } | 242 | } |
243 | 243 | ||
244 | public override Quaternion Orientation | 244 | public override Quaternion Orientation |
245 | { | 245 | { |
246 | get | 246 | get |
247 | { | 247 | { |
248 | return Quaternion.Identity; | 248 | return Quaternion.Identity; |
249 | } | 249 | } |
250 | set | 250 | set |
251 | { | 251 | { |
252 | 252 | ||
253 | } | 253 | } |
254 | } | 254 | } |
255 | 255 | ||
256 | public override PhysicsVector Acceleration | 256 | public override PhysicsVector Acceleration |
257 | { | 257 | { |
258 | get | 258 | get |
259 | { | 259 | { |
260 | return _acceleration; | 260 | return _acceleration; |
261 | } | 261 | } |
262 | 262 | ||
263 | } | 263 | } |
264 | public void SetAcceleration (PhysicsVector accel) | 264 | public void SetAcceleration (PhysicsVector accel) |
265 | { | 265 | { |
266 | this._acceleration = accel; | 266 | this._acceleration = accel; |
267 | } | 267 | } |
268 | 268 | ||
269 | public override void AddForce(PhysicsVector force) | 269 | public override void AddForce(PhysicsVector force) |
270 | { | 270 | { |
271 | 271 | ||
272 | } | 272 | } |
273 | 273 | ||
274 | public override void SetMomentum(PhysicsVector momentum) | 274 | public override void SetMomentum(PhysicsVector momentum) |
275 | { | 275 | { |
276 | 276 | ||
277 | } | 277 | } |
278 | 278 | ||
279 | public void Move(float timeStep) | 279 | public void Move(float timeStep) |
280 | { | 280 | { |
281 | Vec3 vec = new Vec3(); | 281 | Vec3 vec = new Vec3(); |
282 | vec.X = this._velocity.X * timeStep; | 282 | vec.X = this._velocity.X * timeStep; |
283 | vec.Y = this._velocity.Y * timeStep; | 283 | vec.Y = this._velocity.Y * timeStep; |
284 | if(flying) | 284 | if(flying) |
285 | { | 285 | { |
286 | vec.Z = ( this._velocity.Z) * timeStep; | 286 | vec.Z = ( this._velocity.Z) * timeStep; |
287 | } | 287 | } |
288 | else | 288 | else |
289 | { | 289 | { |
290 | gravityAccel+= -9.8f; | 290 | gravityAccel+= -9.8f; |
291 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; | 291 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; |
292 | } | 292 | } |
293 | int res = this._character.Move(vec); | 293 | int res = this._character.Move(vec); |
294 | if(res == 1) | 294 | if(res == 1) |
295 | { | 295 | { |
296 | gravityAccel = 0; | 296 | gravityAccel = 0; |
297 | } | 297 | } |
298 | } | 298 | } |
299 | 299 | ||
300 | public void UpdatePosition() | 300 | public void UpdatePosition() |
301 | { | 301 | { |
302 | Vec3 vec = this._character.Position; | 302 | Vec3 vec = this._character.Position; |
303 | this._position.X = vec.X; | 303 | this._position.X = vec.X; |
304 | this._position.Y = vec.Y; | 304 | this._position.Y = vec.Y; |
305 | this._position.Z = vec.Z; | 305 | this._position.Z = vec.Z; |
306 | } | 306 | } |
307 | } | 307 | } |
308 | 308 | ||
309 | public class PhysXPrim : PhysicsActor | 309 | public class PhysXPrim : PhysicsActor |
310 | { | 310 | { |
311 | private PhysicsVector _position; | 311 | private PhysicsVector _position; |
312 | private PhysicsVector _velocity; | 312 | private PhysicsVector _velocity; |
313 | private PhysicsVector _acceleration; | 313 | private PhysicsVector _acceleration; |
314 | private NxActor _prim; | 314 | private NxActor _prim; |
315 | 315 | ||
316 | public PhysXPrim(NxActor prim) | 316 | public PhysXPrim(NxActor prim) |
317 | { | 317 | { |
318 | _velocity = new PhysicsVector(); | 318 | _velocity = new PhysicsVector(); |
319 | _position = new PhysicsVector(); | 319 | _position = new PhysicsVector(); |
320 | _acceleration = new PhysicsVector(); | 320 | _acceleration = new PhysicsVector(); |
321 | _prim = prim; | 321 | _prim = prim; |
322 | } | 322 | } |
323 | public override bool Flying | 323 | public override bool Flying |
324 | { | 324 | { |
325 | get | 325 | get |
326 | { | 326 | { |
327 | return false; //no flying prims for you | 327 | return false; //no flying prims for you |
328 | } | 328 | } |
329 | set | 329 | set |
330 | { | 330 | { |
331 | 331 | ||
332 | } | 332 | } |
333 | } | 333 | } |
334 | public override PhysicsVector Position | 334 | public override PhysicsVector Position |
335 | { | 335 | { |
336 | get | 336 | get |
337 | { | 337 | { |
338 | PhysicsVector pos = new PhysicsVector(); | 338 | PhysicsVector pos = new PhysicsVector(); |
339 | Vec3 vec = this._prim.Position; | 339 | Vec3 vec = this._prim.Position; |
340 | pos.X = vec.X; | 340 | pos.X = vec.X; |
341 | pos.Y = vec.Y; | 341 | pos.Y = vec.Y; |
342 | pos.Z = vec.Z; | 342 | pos.Z = vec.Z; |
343 | return pos; | 343 | return pos; |
344 | 344 | ||
345 | } | 345 | } |
346 | set | 346 | set |
347 | { | 347 | { |
348 | PhysicsVector vec = value; | 348 | PhysicsVector vec = value; |
349 | Vec3 pos = new Vec3(); | 349 | Vec3 pos = new Vec3(); |
350 | pos.X = vec.X; | 350 | pos.X = vec.X; |
351 | pos.Y = vec.Y; | 351 | pos.Y = vec.Y; |
352 | pos.Z = vec.Z; | 352 | pos.Z = vec.Z; |
353 | this._prim.Position = pos; | 353 | this._prim.Position = pos; |
354 | } | 354 | } |
355 | } | 355 | } |
356 | 356 | ||
357 | public override PhysicsVector Velocity | 357 | public override PhysicsVector Velocity |
358 | { | 358 | { |
359 | get | 359 | get |
360 | { | 360 | { |
361 | return _velocity; | 361 | return _velocity; |
362 | } | 362 | } |
363 | set | 363 | set |
364 | { | 364 | { |
365 | _velocity = value; | 365 | _velocity = value; |
366 | } | 366 | } |
367 | } | 367 | } |
368 | 368 | ||
369 | public override bool Kinematic | 369 | public override bool Kinematic |
370 | { | 370 | { |
371 | get | 371 | get |
372 | { | 372 | { |
373 | return this._prim.Kinematic; | 373 | return this._prim.Kinematic; |
374 | } | 374 | } |
375 | set | 375 | set |
376 | { | 376 | { |
377 | this._prim.Kinematic = value; | 377 | this._prim.Kinematic = value; |
378 | } | 378 | } |
379 | } | 379 | } |
380 | 380 | ||
381 | public override Quaternion Orientation | 381 | public override Quaternion Orientation |
382 | { | 382 | { |
383 | get | 383 | get |
384 | { | 384 | { |
385 | Quaternion res = new Quaternion(); | 385 | Quaternion res = new Quaternion(); |
386 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); | 386 | PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); |
387 | res.w = quat.W; | 387 | res.w = quat.W; |
388 | res.x = quat.X; | 388 | res.x = quat.X; |
389 | res.y = quat.Y; | 389 | res.y = quat.Y; |
390 | res.z = quat.Z; | 390 | res.z = quat.Z; |
391 | return res; | 391 | return res; |
392 | } | 392 | } |
393 | set | 393 | set |
394 | { | 394 | { |
395 | 395 | ||
396 | } | 396 | } |
397 | } | 397 | } |
398 | 398 | ||
399 | public override PhysicsVector Acceleration | 399 | public override PhysicsVector Acceleration |
400 | { | 400 | { |
401 | get | 401 | get |
402 | { | 402 | { |
403 | return _acceleration; | 403 | return _acceleration; |
404 | } | 404 | } |
405 | 405 | ||
406 | } | 406 | } |
407 | public void SetAcceleration (PhysicsVector accel) | 407 | public void SetAcceleration (PhysicsVector accel) |
408 | { | 408 | { |
409 | this._acceleration = accel; | 409 | this._acceleration = accel; |
410 | } | 410 | } |
411 | 411 | ||
412 | public override void AddForce(PhysicsVector force) | 412 | public override void AddForce(PhysicsVector force) |
413 | { | 413 | { |
414 | 414 | ||
415 | } | 415 | } |
416 | 416 | ||
417 | public override void SetMomentum(PhysicsVector momentum) | 417 | public override void SetMomentum(PhysicsVector momentum) |
418 | { | 418 | { |
419 | 419 | ||
420 | } | 420 | } |
421 | 421 | ||
422 | 422 | ||
423 | } | 423 | } |
424 | 424 | ||
425 | } | 425 | } |