addTorque: Difference between revisions
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|Applies torque (rotation momentum) to the [[getCenterOfMass | center of mass]] of the given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] command. The torque applied as impulse. Diagram below explain which way the object would rotate. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#acb04ffc816d45afff2d04e93d7446e79 NVIDIA docs] <br> | |Applies torque (rotation momentum) to the [[getCenterOfMass | center of mass]] of the given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by [[vectorModelToWorld]] or [[vectorModelToWorldVisual]] command. The torque applied as impulse. Diagram below explain which way the object would rotate. For more information see [http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#acb04ffc816d45afff2d04e93d7446e79 NVIDIA docs] <br> | ||
[[Image:addTorque_correct.jpg|400px]] | [[Image:addTorque_correct.jpg|400px]] | ||
{{Informative | A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward: | {{Feature | Informative | A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward: | ||
<code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}} | <code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}} | ||
{{Important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }} | {{Important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }} |
Revision as of 00:00, 7 February 2021
Description
- Description:
- Description needed
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Syntax needed
- Parameters:
- object: Object - PhysX object
- torque: Array - world vector in format [x,y,z]
- Return Value:
- Return value needed
Examples
- Example 1:
- Apply torque [1000,0,0] to object not factoring object positioning:
_wheel addTorque [1000,0,0];
- Example 2:
- Apply torque [1000,0,0] relative to object:
_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);
Additional Information
- See also:
- See also needed
Notes
-
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