/// <summary> /// Creates a physics object with a container that uses the physical properties specified /// in this class. The 'container' is usually an instance of GeometryNode. /// </summary> /// <param name="container">The container of this physics object.</param> public PhysicsObject(Object container) { this.container = container; collisionGroupID = 0; materialName = ""; mass = 1.0f; shape = ShapeType.Box; shapeData = new List <float>(); momentOfInertia = new Vector3(); centerOfMass = new Vector3(); pickable = false; collidable = false; interactable = false; manipulatable = false; applyGravity = true; neverDeactivate = false; modified = false; shapeModified = false; physicsWorldTransform = Matrix.Identity; initialWorldTransform = Matrix.Identity; compoundInitialWorldTransform = Matrix.Identity; initialLinearVelocity = new Vector3(); initialAngularVelocity = new Vector3(); linearDamping = 0.0f; angularDamping = -Vector3.One; model = null; meshProvider = null; }
/// <summary> /// Creates a physics object with a container that uses the physical properties specified /// in this class. The 'container' is usually an instance of GeometryNode. /// </summary> /// <param name="container">The container of this physics object.</param> public PhysicsObject(Object container) { this.container = container; collisionGroupID = 0; materialName = ""; mass = 1.0f; shape = ShapeType.Box; shapeData = new List<float>(); momentOfInertia = new Vector3(); centerOfMass = new Vector3(); pickable = false; collidable = false; interactable = false; manipulatable = false; applyGravity = true; neverDeactivate = false; modified = false; shapeModified = false; physicsWorldTransform = Matrix.Identity; initialWorldTransform = Matrix.Identity; compoundInitialWorldTransform = Matrix.Identity; initialLinearVelocity = new Vector3(); initialAngularVelocity = new Vector3(); linearDamping = 0.0f; angularDamping = -Vector3.One; model = null; meshProvider = null; }