Difference between revisions of "Body:applyAngularImpulse"

m (See Also: Add getInertia)
(ApplyForce is better for linear movement. This is about angular movement so I changed this to applyTorque)
 
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{{newin|[[0.8.0]]|080|type=method}}
Applies an angular impulse to a body. This makes a single, instantaneous addition to the body momentum.
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Applies an angular impulse to a body. This makes a single, instantaneous addition to the body momentum. Applying an angular impulse large enough will rotate the body.
  
A body with with a larger mass will react less. The reaction does '''not''' depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use [[Body:applyForce]].
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A body with with a larger mass will react less. The reaction does '''not''' depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use [[Body:applyTorque]].
  
 
== Function ==
 
== Function ==

Latest revision as of 04:04, 1 October 2023

Available since LÖVE 0.8.0
This method is not supported in earlier versions.

Applies an angular impulse to a body. This makes a single, instantaneous addition to the body momentum. Applying an angular impulse large enough will rotate the body.

A body with with a larger mass will react less. The reaction does not depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use Body:applyTorque.

Function

Synopsis

Body:applyAngularImpulse( impulse )

Arguments

number impulse
The impulse in kilogram-square meter per second.

Returns

Nothing.

See Also


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