private void AddBlock(BlockState block) { int i = block.Index; m_bodies[i].InvMass = 1f / block.Mass; m_bodies[i].DeltaLinearAcceleration = Vector3.Zero; if (m_bodies[i].InvMass != 0f) { block.ComputeTransformedInvInertia(out m_bodies[i].InvInertiaWorld); } else { m_bodies[i].InvInertiaWorld = Matrix.Zero; } m_bodies[i].DeltaAngularAcceleration = Vector3.Zero; }