private void DeactivateSetForce()
 {
     if (m_forceMotor != null)
     {
         m_physicsScene.BeforeStep -= Mover;
         m_forceMotor = null;
     }
 }
        // If a hover motor has not been created, create one and start the hovering.
        private void ActivateSetForce()
        {
            if (m_forceMotor == null)
            {
                // A fake motor that might be used someday
                m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f);

                m_physicsScene.BeforeStep += Mover;
            }
        }
 public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName)
     : base(physicsScene, pObj, actorName)
 {
     m_forceMotor = null;
     m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID);
 }
 public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
     : base(physicsScene, pObj, actorName)
 {
     m_torqueMotor = null;
     m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
 }
 private void DeactivateSetTorque()
 {
     if (m_torqueMotor != null)
     {
         m_physicsScene.BeforeStep -= Mover;
         m_torqueMotor = null;
     }
 }
        // If a hover motor has not been created, create one and start the hovering.
        private void ActivateSetTorque()
        {
            if (m_torqueMotor == null)
            {
                // A fake motor that might be used someday
                m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f);

                m_physicsScene.BeforeStep += Mover;
            }
        }