addTorque: Difference between revisions

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m (Text replacement - "\{\{( *)Informative( *)\|" to "{{$1Feature$2|$2Informative$2|")
m (Text replacement - "\{\{( *)Important( *)\|" to "{{$1Feature$2|$2important$2|")
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{{Feature | Informative | A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward:
{{Feature | Informative | A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward:
<code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}}
<code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}}
{{Important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }}
{{Feature | important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }}
| object '''addTorque''' torque
| object '''addTorque''' torque
|p1= object: [[Object]] - PhysX object
|p1= object: [[Object]] - PhysX object

Revision as of 03:09, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
object: Object - PhysX object
torque: Array - world vector in format [x,y,z]
Return Value:
Return value needed

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:
See also needed

Notes

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