IPhysicsObject myObject; Vector3 velocity = Vector3(1, 0, 0); // constant velocity in x direction myObject.AddVelocity(velocity);
IPhysicsObject myObject; Vector3 velocity = Vector3(0, 0, 0); // initial velocity is zero float speed = 5.0f; // speed at which the object will move if (user_input == 'w') { velocity.z += speed; // move forward } if (user_input == 's') { velocity.z -= speed; // move backward } if (user_input == 'a') { velocity.x -= speed; // move left } if (user_input == 'd') { velocity.x += speed; // move right } myObject.AddVelocity(velocity);In this example, we create an object named `myObject` of type `IPhysicsObject`. We define an initial velocity vector of zero. We then check for user input using an `if` statement. Depending on the input, we add or subtract the `speed` value from the `x` or `z` component of the velocity vector. Finally, we call the `AddVelocity` method of `myObject` and pass in the updated velocity vector. Package library: It is not possible to determine the package library without additional context. `IPhysicsObject` could be part of a physics engine, game engine, or some other package library.