[DOCS] rephrase impulse
- improove coordinate system explanation - define usecase
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@ -57,7 +57,7 @@
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<argument index="1" name="j" type="Vector3">
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</argument>
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<description>
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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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Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at 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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@ -72,7 +72,7 @@
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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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Applies 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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Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at 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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@ -69,7 +69,7 @@
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<argument index="1" name="impulse" type="Vector2">
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</argument>
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<description>
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Applies a positioned impulse to the body (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 instantaneously. Both the impulse and the offset from the body origin are in global coordinates.
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Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at 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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