Physics2D/RigidBody2D: Add AddImpulse method

This commit is contained in:
Jérôme Leclercq 2017-02-27 16:30:18 +01:00
parent b4ecf563c1
commit f22dd81d35
2 changed files with 21 additions and 0 deletions

View File

@ -34,6 +34,8 @@ namespace Nz
void AddForce(const Vector2f& force, CoordSys coordSys = CoordSys_Global);
void AddForce(const Vector2f& force, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
void AddImpulse(const Vector2f& impulse, CoordSys coordSys = CoordSys_Global);
void AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys = CoordSys_Global);
void AddTorque(float torque);
Rectf GetAABB() const;

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@ -93,6 +93,25 @@ namespace Nz
}
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, CoordSys coordSys)
{
return AddImpulse(impulse, GetCenterOfGravity(coordSys), coordSys);
}
void RigidBody2D::AddImpulse(const Vector2f& impulse, const Vector2f& point, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys_Global:
cpBodyApplyImpulseAtWorldPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
break;
case CoordSys_Local:
cpBodyApplyImpulseAtLocalPoint(m_handle, cpv(impulse.x, impulse.y), cpv(point.x, point.y));
break;
}
}
void RigidBody2D::AddTorque(float torque)
{
cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque);