static int l_physics_getBodyTorque(lua_State* state) { l_tools_checkUserDataPlusErrMsg(state, 1, "You must provide a body"); l_physics_Body* body = (l_physics_Body*)lua_touserdata(state, 1); lua_pushnumber(state, cpBodyGetTorque(body->body)); return 1; }
void RigidBody2D::CopyBodyData(cpBody* body) { cpBodySetAngle(m_handle, cpBodyGetAngle(body)); cpBodySetAngularVelocity(m_handle, cpBodyGetAngularVelocity(body)); cpBodySetCenterOfGravity(m_handle, cpBodyGetCenterOfGravity(body)); cpBodySetForce(m_handle, cpBodyGetForce(body)); cpBodySetPosition(m_handle, cpBodyGetPosition(body)); cpBodySetTorque(m_handle, cpBodyGetTorque(body)); cpBodySetVelocity(m_handle, cpBodyGetVelocity(body)); }
void RigidBody2D::CopyBodyData(cpBody* from, cpBody* to) { cpBodySetAngle(to, cpBodyGetAngle(from)); cpBodySetAngularVelocity(to, cpBodyGetAngularVelocity(from)); cpBodySetCenterOfGravity(to, cpBodyGetCenterOfGravity(from)); cpBodySetForce(to, cpBodyGetForce(from)); cpBodySetPosition(to, cpBodyGetPosition(from)); cpBodySetTorque(to, cpBodyGetTorque(from)); cpBodySetVelocity(to, cpBodyGetVelocity(from)); }
cpFloat cBody::Torque() const { return cpBodyGetTorque( mBody ); }
void RigidBody2D::AddTorque(float torque) { cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + ToRadians(torque)); }
void RigidBody2D::AddTorque(const RadianAnglef& torque) { cpBodySetTorque(m_handle, cpBodyGetTorque(m_handle) + torque.value); }
Scalar physics_get_torque(Entity ent) { PhysicsInfo *info = entitypool_get(pool, ent); error_assert(info); return cpBodyGetTorque(info->body); }
cpFloat Body::getTorque(void) { return cpBodyGetTorque(body); }