Merge pull request #16060 from sdfgeoff/apply_torque
Exposed apply_torque_impulse to gdscript
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a41c45c335
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@ -35,6 +35,15 @@
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Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void">
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</return>
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<argument index="1" name="impulse" type="Vector3">
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</argument>
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<description>
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Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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<return type="Array">
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</return>
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@ -694,6 +694,10 @@ void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
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PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
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}
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void RigidBody::apply_torque_impulse(const Vector3 &p_impulse) {
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PhysicsServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
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}
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void RigidBody::set_use_continuous_collision_detection(bool p_enable) {
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ccd = p_enable;
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@ -833,6 +837,7 @@ void RigidBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity);
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ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &RigidBody::apply_impulse);
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ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody::apply_torque_impulse);
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ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping);
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ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping);
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@ -242,6 +242,7 @@ public:
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Array get_colliding_bodies() const;
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void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
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void apply_torque_impulse(const Vector3 &p_impulse);
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virtual String get_configuration_warning() const;
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