Universe.Physics.BulletSPlugin.BSDynamics.ComputeFrictionFactor C# (CSharp) Method

ComputeFrictionFactor() private method

private ComputeFrictionFactor ( System.Vector3 friction, float pTimestep ) : System.Vector3
friction System.Vector3
pTimestep float
return System.Vector3
        Vector3 ComputeFrictionFactor(Vector3 friction, float pTimestep)
        {
            Vector3 frictionFactor = Vector3.Zero;
            if (friction != BSMotor.InfiniteVector)
            {
                // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
                // Individual friction components can be 'infinite' so compute each separately.
                frictionFactor.X = (friction.X == BSMotor.Infinite) ? 0f : (1f / friction.X);
                frictionFactor.Y = (friction.Y == BSMotor.Infinite) ? 0f : (1f / friction.Y);
                frictionFactor.Z = (friction.Z == BSMotor.Infinite) ? 0f : (1f / friction.Z);
                frictionFactor *= pTimestep;
            }
            return frictionFactor;
        }