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Team Guardian Physics

20 bytes removed, 05:13, 6 April 2011
RBDynamics Functions Reference
; Vector temporalTorque : Torque force that will be applied at the next tick and then reset to 0; Total angular acceleration is equal to: angularAcceleration + ((torque + temporalTorque)/inertiaMoment)
== RBDynamics = Functions Reference ===
; Vector getWorldCOM() const : Returns the world position of the COM with respect to this body.
; Vector getVelocityAtWorldPoint(const Vector& p) const : Given a point in worldspace, returns its speed taking into account velocity and angular velocity.

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