addTorque: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|seealso= ?\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
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|x2= Apply torque [1000,0,0] relative to object: | |x2= Apply torque [1000,0,0] relative to object: | ||
<code>_wheel [[addTorque]] (_wheel [[vectorModelToWorld]] [1000,0,0]);</code> | <code>_wheel [[addTorque]] (_wheel [[vectorModelToWorld]] [1000,0,0]);</code> | ||
|seealso= [[addForce]] [[awake]] [[isAwake]] | |seealso= [[addForce]] [[awake]] [[isAwake]] [[vectorModelToWorld]], [[vectorModelToWorldVisual]], [[disableBrakes]], [[brakesDisabled]] | ||
}} | }} |
Revision as of 13:22, 20 January 2022
Description
- Description:
- Applies torque (rotation momentum) to the center of mass of the given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by vectorModelToWorld or vectorModelToWorldVisual command. The torque applied as impulse. Diagram below explain which way the object would rotate. For more information see NVIDIA docs
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object addTorque torque
- Parameters:
- object: Object - PhysX object
- torque: Array - world vector in format [x,y,z]
- Return Value:
- Nothing
Examples
- Example 1:
- Apply torque [1000,0,0] to object not factoring object positioning:
_wheel addTorque [1000,0,0];
- Example 2:
- Apply torque [1000,0,0] relative to object:
_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);
Additional Information
- See also:
- addForce awake isAwake vectorModelToWorldvectorModelToWorldVisual, disableBrakesbrakesDisabled
Notes
-
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