Physics2D/RigidBody2D: AddTorque now takes a RadianAnglesf instead of a float

This commit is contained in:
Lynix
2018-10-11 00:08:26 +02:00
parent d2b1d51ecb
commit 3933d5007d
5 changed files with 6 additions and 6 deletions

View File

@@ -32,7 +32,7 @@ namespace Ndk
inline void AddForce(const Nz::Vector2f& force, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddImpulse(const Nz::Vector2f& impulse, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddImpulse(const Nz::Vector2f& impulse, const Nz::Vector2f& point, Nz::CoordSys coordSys = Nz::CoordSys_Global);
inline void AddTorque(float torque);
inline void AddTorque(const Nz::RadianAnglef& torque);
inline bool ClosestPointQuery(const Nz::Vector2f& position, Nz::Vector2f* closestPoint, float* closestDistance) const;