/** * Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body. * * @param impulse the world impulse vector (in meter/sec) * @param point the world position of the point of application (in meter) * @param wake if this impulse should wake up the body */ public void applyBodyLinearImpulse(Vec2 impulse, Vec2 point, boolean wake) { getBody().applyLinearImpulse(impulse, point, wake); }
/** * Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of application is not at the center of mass. This wakes up the body. * * @param impulse the world impulse vector (in meter/sec) * @param point the world position of the point of application (in meter) * @param wake if this impulse should wake up the body */ public void applyBodyLinearImpulse(Vec2 impulse, Vec2 point, boolean wake) { getBody().applyLinearImpulse(impulse, point, wake); }
f.x = -f.x; f.y = -f.y; b.applyLinearImpulse(f, p, true);
f.x = -f.x; f.y = -f.y; b.applyLinearImpulse(f, p, true);
f.x = -f.x; f.y = -f.y; b.applyLinearImpulse(f, p, true);
f.x = -f.x; f.y = -f.y; b.applyLinearImpulse(f, p, true);
va.x -= pInvMass * f.x; va.y -= pInvMass * f.y; b.applyLinearImpulse(f, p, true);
va.x -= pInvMass * f.x; va.y -= pInvMass * f.y; b.applyLinearImpulse(f, p, true);
velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y; b.applyLinearImpulse(f, p, true);
velData.x -= particleInvMass * f.x; velData.y -= particleInvMass * f.y; b.applyLinearImpulse(f, p, true);
f.x = fdn * b.x; f.y = fdn * b.y; body.applyLinearImpulse(f, p, true);
f.x = fdn * b.x; f.y = fdn * b.y; body.applyLinearImpulse(f, p, true);