PhysicsDirectBodyState.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. The position uses the rotation of the global coordinate system, but is centered at the object's origin.

struct PhysicsDirectBodyState
@nogc nothrow
void
applyImpulse
(
in Vector3 position
,
in Vector3 j
)

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