void Mover(float timeStep)
{
// Don't do force while the object is selected.
if (!isActive)
return;
m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID,
m_controllingPrim.RawForce);
if (m_controllingPrim.PhysBody.HasPhysicalBody)
{
m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce);
m_controllingPrim.ActivateIfPhysical(false);
}
// TODO:
}
}