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authorsschirm <[email protected]>2017-02-27 16:40:12 +0100
committersschirm <[email protected]>2017-03-01 18:04:26 +0100
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tree295cd3ca93a45f8fcc43cf3cbf3887c0e0c5526b /PhysX_3.4/Documentation/PhysXAPI/files/classPxRigidBody.html
parentPre-release comments marking end of beta. (diff)
downloadphysx-3.4-7840347c32755e94a807f978f1cbb558717ac8cf.tar.xz
physx-3.4-7840347c32755e94a807f978f1cbb558717ac8cf.zip
PhysX 3.4, APEX 1.4 final release @21757769v3.4.0-rc-2
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@@ -299,7 +299,7 @@ Each actor has an angular acceleration and an angular velocity change accumulato
<dl class="note" compact><dt><b>Note:</b></dt><dd>It is invalid to use this method if the actor has not been added to a scene already or if <a class="el" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d0838a5b8c88cebfa5d53904bb3b97411" title="Disables simulation for the actor.">PxActorFlag::eDISABLE_SIMULATION</a> is set.<p>
The force modes <a class="el" href="structPxForceMode.html#adaaafefe0478d829b816154c676e545a3699bd1b7ae178eda5b946097de52c4" title="parameter has unit of mass * distance /time">PxForceMode::eIMPULSE</a> and <a class="el" href="structPxForceMode.html#adaaafefe0478d829b816154c676e5459f25946973fec4c78991859e8bf76376" title="parameter has unit of distance / time, i.e. the effect is mass independent: a velocity...">PxForceMode::eVELOCITY_CHANGE</a> can not be applied to articulation links.<p>
if this called on an articulation link, only the link is updated, not the entire articulation.<p>
-see <a class="el" href="classPxRigidBodyExt.html#a0684e41c619824229cdedb47e06563a" title="Compute the change to linear and angular velocity that would occur if an impulsive...">PxRigidBodyExt::computeVelocityDeltaFromImpulse</a> for detatils of how to compute the change in angular velocity that will arise from the application of an impulsive torque, where an impulsive torque is an applied torque multiplied by a timestep.</dd></dl>
+see <a class="el" href="classPxRigidBodyExt.html#a0684e41c619824229cdedb47e06563a" title="Compute the change to linear and angular velocity that would occur if an impulsive...">PxRigidBodyExt::computeVelocityDeltaFromImpulse</a> for details of how to compute the change in angular velocity that will arise from the application of an impulsive torque, where an impulsive torque is an applied torque multiplied by a timestep.</dd></dl>
<b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the torque is non-zero.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
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