/// <summary> /// This function defines an angular acceleration. Override this to implement non-constant accelerations. /// </summary> /// <param name="state"></param> /// <param name="t"></param> /// <returns></returns> protected virtual Vector4 AngularAcceleration(Physics.ObjectState state, float t) { //return angular_momentum * t; return(angular_acceleration * t); }
/// <summary> /// This function defines a linear acceleration function. Override this to implement non-constant accelerations. /// </summary> /// <param name="state"></param> /// <param name="t"></param> /// <returns></returns> protected virtual Vector4 LinearAcceleratiom(Physics.ObjectState state, float t) { return(acceleration * t); }