public void FrameReset(ProxyForceFieldMotion motion) { worldMotion = motion; forces.Reset(worldMotion); errorScore.Reset(); didUpdate = false; }
public void Reset(ProxyForceFieldMotion motion) { currentMotion = motion; forceDir = Vector3.zero; forceTorque = Quaternion.identity; forceDecollision = Vector3.zero; forceCount = 0; forceDirMagnitude = 0.0f; }
public static SolverFieldState Create(ProxyForceFieldMotion motion) { var f = new SolverFieldForceAccumulator(); f.Reset(motion); return(new SolverFieldState() { worldMotion = motion, forces = f, }); }