/// <summary> /// Creates a gravitational field. /// </summary> /// <param name="shape">Shape representing the volume of the force field.</param> /// <param name="origin">Location that entities will be pushed toward.</param> /// <param name="multiplier">Represents the gravitational constant of the field times the effective mass at the center of the field.</param> /// <param name="maxAcceleration">Maximum acceleration the field can apply.</param> public GravitationalField(ForceFieldShape shape, Vector3 origin, float multiplier, float maxAcceleration) : base(shape) { this.Multiplier = multiplier; this.Origin = origin; this.MaxAcceleration = maxAcceleration; }
/// <summary> /// Constructs a force field. /// </summary> /// <param name="shape">Shape to use for the force field.</param> protected ForceField(ForceFieldShape shape) { Shape = shape; subfunction = new Action <int>(CalculateImpulsesSubfunction); AllowMultithreading = true; }