add torque
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@ -29,7 +29,8 @@ set_mass(float m) {
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////////////////////////////////////////////////////////////////////
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// Function : set_position
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// Access : Public
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// Description : Vector position assignment
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// Description : Vector position assignment. This is also used as
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// the center of mass.
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////////////////////////////////////////////////////////////////////
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INLINE void PhysicsObject::
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set_position(const LPoint3f &pos) {
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@ -108,6 +109,20 @@ set_velocity(float x, float y, float z) {
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_velocity.set(x, y, z);
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}
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////////////////////////////////////////////////////////////////////
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// Function : add_torque
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// Access : Public
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// Description : Adds an torque force (i.e. an instantanious change
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// in velocity). This is a quicker way to get the
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// angular velocity, add a vector to it and set that
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// value to be the new angular velocity.
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////////////////////////////////////////////////////////////////////
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INLINE void PhysicsObject::
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add_torque(const LRotationf &torque) {
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nassertv(!torque.is_nan());
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_rotation+=torque;
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}
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////////////////////////////////////////////////////////////////////
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// Function : add_impulse
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// Access : Public
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@ -118,6 +133,7 @@ set_velocity(float x, float y, float z) {
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////////////////////////////////////////////////////////////////////
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INLINE void PhysicsObject::
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add_impulse(const LVector3f &impulse) {
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nassertv(!impulse.is_nan());
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_velocity+=impulse;
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}
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