diff options
author | Josh Grams <josh@qualdan.com> | 2016-04-20 19:49:35 -0400 |
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committer | Josh Grams <josh@qualdan.com> | 2016-04-20 19:49:35 -0400 |
commit | dbabe4c07cd9c0d825c14b961bd472f77e525162 (patch) | |
tree | e25f76e57f52670a610c7a7360ae38ffc0c239e9 /scene | |
parent | c0ec7e933ac6b6419e564b276b49c8d9a6d03f30 (diff) |
RigidBody2D: add and bind get/set_applied_torque.
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 13 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 3 |
2 files changed, 16 insertions, 0 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index dc038f010c..cc6145677e 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -782,6 +782,16 @@ Vector2 RigidBody2D::get_applied_force() const { return Physics2DServer::get_singleton()->body_get_applied_force(get_rid()); }; +void RigidBody2D::set_applied_torque(const float p_torque) { + + Physics2DServer::get_singleton()->body_set_applied_torque(get_rid(), p_torque); +}; + +float RigidBody2D::get_applied_torque() const { + + return Physics2DServer::get_singleton()->body_get_applied_torque(get_rid()); +}; + void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { @@ -900,6 +910,9 @@ void RigidBody2D::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_applied_force","force"),&RigidBody2D::set_applied_force); ObjectTypeDB::bind_method(_MD("get_applied_force"),&RigidBody2D::get_applied_force); + ObjectTypeDB::bind_method(_MD("set_applied_torque","torque"),&RigidBody2D::set_applied_torque); + ObjectTypeDB::bind_method(_MD("get_applied_torque"),&RigidBody2D::get_applied_torque); + ObjectTypeDB::bind_method(_MD("set_sleeping","sleeping"),&RigidBody2D::set_sleeping); ObjectTypeDB::bind_method(_MD("is_sleeping"),&RigidBody2D::is_sleeping); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 999e63dd5d..40cb25d8c1 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -266,6 +266,9 @@ public: void set_applied_force(const Vector2& p_force); Vector2 get_applied_force() const; + void set_applied_torque(const float p_torque); + float get_applied_torque() const; + Array get_colliding_bodies() const; //function for script |