Refactor physics force and impulse code

This commit is contained in:
Aaron Franke 2020-03-26 00:23:34 -04:00
parent 030a26206f
commit ba27deef06
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GPG key ID: 40A1750B977E56BF
35 changed files with 180 additions and 176 deletions

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@ -22,9 +22,9 @@
<method name="add_force">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
<argument index="0" name="force" type="Vector2">
</argument>
<argument index="1" name="force" type="Vector2">
<argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@ -51,9 +51,9 @@
<method name="apply_impulse">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
<argument index="0" name="impulse" type="Vector2">
</argument>
<argument index="1" name="impulse" type="Vector2">
<argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.