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 01:00, 7 February 2021

Hover & click on the images for description

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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