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| author | Rémi Verschelde | 2018-02-19 20:22:18 +0100 |
|---|---|---|
| committer | GitHub | 2018-02-19 20:22:18 +0100 |
| commit | be67f2e4ba1bc2d36a9705328cf0b87aada9c3d7 (patch) | |
| tree | 04c428098201e3baa8555f0733d43ce8ad90f0c1 /modules | |
| parent | 6d99975707e51b5925c847fac4e88a55d5981408 (diff) | |
| parent | a930797c31d4ee1a00e03cfc1055fd4cb8af9a14 (diff) | |
| download | godot-be67f2e4ba1bc2d36a9705328cf0b87aada9c3d7.tar.gz godot-be67f2e4ba1bc2d36a9705328cf0b87aada9c3d7.tar.zst godot-be67f2e4ba1bc2d36a9705328cf0b87aada9c3d7.zip | |
Merge pull request #16751 from AndreaCatania/moreAPIs
Added Physics state APIs
Diffstat (limited to 'modules')
| -rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 8 | ||||
| -rw-r--r-- | modules/bullet/rigid_body_bullet.h | 2 |
2 files changed, 10 insertions, 0 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index f96218ef4..75b4cc054 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -114,10 +114,18 @@ Transform BulletPhysicsDirectBodyState::get_transform() const { return body->get_transform(); } +void BulletPhysicsDirectBodyState::add_central_force(const Vector3 &p_force) { + body->apply_central_force(p_force); +} + void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->apply_force(p_force, p_pos); } +void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) { + body->apply_torque(p_torque); +} + void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { body->apply_impulse(p_pos, p_j); } diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index c4a9676bd..2d529f6dc 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -110,7 +110,9 @@ public: virtual void set_transform(const Transform &p_transform); virtual Transform get_transform() const; + virtual void add_central_force(const Vector3 &p_force); virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos); + virtual void add_torque(const Vector3 &p_torque); virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j); virtual void apply_torque_impulse(const Vector3 &p_j); |
