diff options
author | Tiger Caldwell <tiger@caldwellfive.com> | 2018-07-24 03:49:12 -0400 |
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committer | Tiger Caldwell <tiger@caldwellfive.com> | 2018-07-24 05:00:56 -0400 |
commit | 40c7716586db9182208b51d22e117d099bb4c97d (patch) | |
tree | 658b3a51f9712097e82ec1f46b08e9b39cdfd690 /scene/2d/physics_body_2d.h | |
parent | 4b277c2c20438c5aada0d45f1e4228b15249faee (diff) |
Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r-- | scene/2d/physics_body_2d.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index bd100f6228..0a2ce0918b 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -256,7 +256,9 @@ public: void set_continuous_collision_detection_mode(CCDMode p_mode); CCDMode get_continuous_collision_detection_mode() const; + void apply_central_impulse(const Vector2 &p_impulse); void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse); + void apply_torque_impulse(float p_torque); void set_applied_force(const Vector2 &p_force); Vector2 get_applied_force() const; @@ -264,7 +266,9 @@ public: void set_applied_torque(const float p_torque); float get_applied_torque() const; + void add_central_force(const Vector2 &p_force); void add_force(const Vector2 &p_offset, const Vector2 &p_force); + void add_torque(float p_torque); Array get_colliding_bodies() const; //function for script |