RigidBody2D: rename apply_impulse(pos) to offset.
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@ -772,9 +772,9 @@ int RigidBody2D::get_max_contacts_reported() const{
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return max_contacts_reported;
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return max_contacts_reported;
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}
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}
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void RigidBody2D::apply_impulse(const Vector2& p_pos, const Vector2& p_impulse) {
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void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
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Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
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Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse);
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}
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}
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void RigidBody2D::set_applied_force(const Vector2& p_force) {
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void RigidBody2D::set_applied_force(const Vector2& p_force) {
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@ -263,7 +263,7 @@ public:
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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void set_continuous_collision_detection_mode(CCDMode p_mode);
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CCDMode get_continuous_collision_detection_mode() const;
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CCDMode get_continuous_collision_detection_mode() const;
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void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
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void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse);
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void set_applied_force(const Vector2& p_force);
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void set_applied_force(const Vector2& p_force);
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Vector2 get_applied_force() const;
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Vector2 get_applied_force() const;
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@ -204,10 +204,10 @@ public:
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_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
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_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
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_FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) {
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_FORCE_INLINE_ void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
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linear_velocity += p_j * _inv_mass;
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linear_velocity += p_impulse * _inv_mass;
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angular_velocity += _inv_inertia * p_pos.cross(p_j);
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angular_velocity += _inv_inertia * p_offset.cross(p_impulse);
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}
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}
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_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
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_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
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