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using UnityEngine;
namespace Leap.Unity.PhysicalInterfaces {
public struct PointMassState {
public KinematicState kinematicState;
public float mass;
public Vector3 acceleration;
public Vector3 angularAcceleration;
public void Accelerate(Vector3 linearAcceleration) {
acceleration += linearAcceleration;
}
public void Torque(Vector3 angleAxisAcceleration) {
angularAcceleration += angleAxisAcceleration;
}
public void IntegrateAccelerations(float deltaTime) {
kinematicState.Integrate(acceleration,
angularAcceleration,
deltaTime);
}
}
}