public AgentUfoPhysics(IAgent agent, UUID sceneID) { m_StateData = new PhysicsStateData(agent, sceneID); m_UfoTimer = new Timer(0.1); m_UfoTimer.Elapsed += UfoTimerFunction; m_Agent = agent; m_UfoTimer.Start(); }
public void ReceiveState(PhysicsStateData data, Vector3 positionOffset) { lock (m_Lock) { m_StateData.Position = data.Position + positionOffset; m_StateData.Rotation = data.Rotation; m_StateData.Velocity = data.Velocity; m_StateData.AngularVelocity = data.AngularVelocity; m_StateData.Acceleration = data.Acceleration; m_StateData.AngularAcceleration = data.AngularAcceleration; } }
public void ReceiveState(PhysicsStateData data, Vector3 positionOffset) { /* intentionally left empty */ }