addTorque: Difference between revisions

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Revision as of 23:16, 13 June 2021

Hover & click on the images for description

Description

Description:
Applies torque (rotation momentum) to the 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 NVIDIA docs
addTorque correct.jpg
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: onEachFrame { quad addTorque (quad vectorModelToWorld [100,0,0]) }
This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector.
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

See also:
addForcevectorModelToWorldvectorModelToWorldVisual

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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