class MyPhysicsObject : public IPhysicsObject { public: void update(double delta_time) override { // update position based on velocity and time step position += velocity * delta_time; // apply gravity force to velocity velocity += gravity * delta_time; } void applyForce(const Vector3d& force) override { // add force to current velocity velocity += (force / mass); } private: Vector3d position; Vector3d velocity; Vector3d gravity = Vector3d(0, -9.81, 0); // assuming Earth gravity double mass = 1.0; }; // usage example MyPhysicsObject object; object.applyForce(Vector3d(0, 10, 0)); // apply upward force object.update(0.1); // update position after 0.1 secondsIn this example, we define a `MyPhysicsObject` class that implements the `IPhysicsObject` interface. It has position, velocity, gravity, and mass properties, and implements the `update` and `applyForce` functions. In the usage example, we create an instance of `MyPhysicsObject`, apply an upward force to it, and update its position after 0.1 seconds. It is difficult to determine the specific package library for IPhysicsObject without more context. It could be part of a physics engine, game engine, or simulation framework.