addTorque: Difference between revisions

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|x1= Apply torque [1000,0,0] to object not factoring object positioning:
|x1= Apply torque [1000,0,0] to object not factoring object positioning:
<code>_wheel [[addTorque]] [1000,0,0];</code>
<code>_wheel [[addTorque]] [1000,0,0];</code>

Revision as of 11:28, 11 June 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:
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

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