addTorque: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " \| ?\[\[([a-zA-Z0-9]+)\]\] *\|x1=" to " |r1= $1 |x1=") |
Lou Montana (talk | contribs) m (Text replacement - " \| *(([^=\| ]+)('''|\[\[)([^=\| ]+)) * +\|p1=" to " |s1= $1 |p1=") |
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<code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}} | <code>[[onEachFrame]] { quad [[addTorque]] (quad [[vectorModelToWorld]] [100,0,0]) }</code>}} | ||
{{Feature | important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }} | {{Feature | important |This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector. }} | ||
| object '''addTorque''' torque | |s1= object '''addTorque''' torque | ||
|p1= object: [[Object]] - PhysX object | |p1= object: [[Object]] - PhysX object | ||
|p2= torque: [[Array]] - world vector in format [x,y,z] | |p2= torque: [[Array]] - world vector in format [x,y,z] |
Revision as of 23:13, 12 June 2021
Description
- Description:
- Description needed
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object addTorque torque
- Parameters:
- object: Object - PhysX object
- torque: Array - world vector in format [x,y,z]
- Return Value:
- Nothing
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
Notes
-
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