public override void ApplyForcesToActor(ObiActor actor) { Matrix4x4 l2sTransform; if (actor.Solver.simulateInLocalSpace) { l2sTransform = actor.Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix; } else { l2sTransform = transform.localToWorldMatrix; } Vector4 force = l2sTransform.MultiplyVector(Vector3.forward * (intensity + GetTurbulence(turbulence))); if (actor.UsesCustomExternalForces) { Oni.AddParticleWind(actor.Solver.OniSolver, ref force, actor.particleIndices, actor.particleIndices.Length); } else { Oni.AddParticleExternalForce(actor.Solver.OniSolver, ref force, actor.particleIndices, actor.particleIndices.Length); } }