public Physik(IPhysikRenderObject rand) { m_Velocity = Vector3.Zero; m_Accelerate = Vector3.Zero; m_AngularAccelerate = Vector3.Zero; m_AngularVelocity = Vector3.Zero; m_pRender = rand; m_Translation = Matrix.Identity; m_Rotation = Matrix.Identity; m_Scaling = Matrix.CreateScale(new Vector3(m_pRender.WorldMatrix.M11, m_pRender.WorldMatrix.M22, m_pRender.WorldMatrix.M33)); m_Mass = 1; }
public Physik(IPhysikRenderObject rend, Vector3 Position, Vector3 Velocity, Vector3 Accelerator, float mass = 1.0f) { m_Velocity = Position; m_Accelerate = Velocity; m_AngularAccelerate = Accelerator; m_AngularVelocity = Vector3.Zero; m_pRender = rend; m_Translation = Matrix.CreateTranslation(Position); m_Rotation = Matrix.Identity; m_Scaling = Matrix.CreateScale(new Vector3(m_pRender.WorldMatrix.M11, m_pRender.WorldMatrix.M22, m_pRender.WorldMatrix.M33)); m_Mass = mass; }