Physics2DDirectBodyState.applyImpulse

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.

struct Physics2DDirectBodyState
@nogc nothrow
void
applyImpulse
(
in Vector2 offset
,
in Vector2 impulse
)

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