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+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+using Box2DX.Common;
+
+namespace Box2DX.Dynamics.Controllers
+{
+
+ /// This class is used to build constant acceleration controllers
+ public class ConstantAccelControllerDef
+ {
+ /// <summary>
+ /// The force to apply
+ /// </summary>
+ public Vec2 A;
+ }
+
+ public class ConstantAccelController : Controller
+ {
+ /// <summary>
+ /// The force to apply
+ /// </summary>
+ public Vec2 A;
+
+ public ConstantAccelController(ConstantAccelControllerDef def)
+ {
+ A = def.A;
+ }
+
+ public override void Step(TimeStep step)
+ {
+ for (ControllerEdge i = _bodyList; i != null; i = i.nextBody)
+ {
+ Body body = i.body;
+ if (body.IsSleeping())
+ continue;
+ body.SetLinearVelocity(body.GetLinearVelocity() + step.Dt * A);
+ }
+ }
+ }
+}