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Merge pull request #1903 from rextimmy/physics_applyforce
PhysicsShape applyForce function
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commit
aa121c50b7
7 changed files with 51 additions and 3 deletions
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@ -427,6 +427,16 @@ void Px3Body::applyTorque( const Point3F &torque )
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actor->addTorque( px3Cast<physx::PxVec3>(torque), physx::PxForceMode::eFORCE, true);
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}
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void Px3Body::applyForce( const Point3F &force )
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{
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AssertFatal(mActor, "Px3Body::applyTorque - The actor is null!");
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mWorld->releaseWriteLock();
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physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
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if (mIsEnabled && isDynamic())
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actor->addForce( px3Cast<physx::PxVec3>(force), physx::PxForceMode::eFORCE, true);
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}
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void Px3Body::findContact(SceneObject **contactObject,
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VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const
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@ -118,6 +118,7 @@ public:
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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virtual void applyTorque( const Point3F &torque );
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virtual void applyForce( const Point3F &force );
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virtual void findContact(SceneObject **contactObject, VectorF *contactNormal,
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Vector<SceneObject*> *outOverlapObjects) const;
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virtual void moveKinematicTo(const MatrixF &xfm);
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