public override void AddPhysicsActorTaint(PhysicsActor prim) { lock (m_taintedActors) { if (!m_taintedActors.Contains(prim)) { m_taintedActors.Add(prim); } } } internal void SetUsingGImpact()
public void doForce(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); if (now) { Body.applyCentralForce(tempVector3); } else { m_taintedForce += force; m_parent_scene.AddPhysicsActorTaint(this); } }