Physics2D/RigidBody2D: AddTorque now takes a RadianAnglesf instead of a float
This commit is contained in:
@@ -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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user