Add wake_up parameter to rigidbody methods
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@@ -272,65 +272,102 @@ impl RigidBody {
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* Application of forces/impulses.
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*/
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/// Applies a force at the center-of-mass of this rigid-body.
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pub fn apply_force(&mut self, force: Vector<f32>) {
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pub fn apply_force(&mut self, force: Vector<f32>, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.linacc += force * self.mass_properties.inv_mass;
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies an impulse at the center-of-mass of this rigid-body.
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pub fn apply_impulse(&mut self, impulse: Vector<f32>) {
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pub fn apply_impulse(&mut self, impulse: Vector<f32>, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.linvel += impulse * self.mass_properties.inv_mass;
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies a torque at the center-of-mass of this rigid-body.
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#[cfg(feature = "dim2")]
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pub fn apply_torque(&mut self, torque: f32) {
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pub fn apply_torque(&mut self, torque: f32, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.angacc += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque);
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies a torque at the center-of-mass of this rigid-body.
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#[cfg(feature = "dim3")]
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pub fn apply_torque(&mut self, torque: Vector<f32>) {
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pub fn apply_torque(&mut self, torque: Vector<f32>, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.angacc += self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque);
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies an impulsive torque at the center-of-mass of this rigid-body.
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#[cfg(feature = "dim2")]
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pub fn apply_torque_impulse(&mut self, torque_impulse: f32) {
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pub fn apply_torque_impulse(&mut self, torque_impulse: f32, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.angvel +=
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self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque_impulse);
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies an impulsive torque at the center-of-mass of this rigid-body.
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#[cfg(feature = "dim3")]
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pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<f32>) {
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pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<f32>, wake_up: bool) {
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if self.body_status == BodyStatus::Dynamic {
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self.angvel +=
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self.world_inv_inertia_sqrt * (self.world_inv_inertia_sqrt * torque_impulse);
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}
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies a force at the given world-space point of this rigid-body.
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pub fn apply_force_at_point(&mut self, force: Vector<f32>, point: Point<f32>) {
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pub fn apply_force_at_point(&mut self, force: Vector<f32>, point: Point<f32>, wake_up: bool) {
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let torque = (point - self.world_com).gcross(force);
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self.apply_force(force);
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self.apply_torque(torque);
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self.apply_force(force, false);
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self.apply_torque(torque, false);
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if wake_up {
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self.wake_up(false);
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}
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}
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/// Applies an impulse at the given world-space point of this rigid-body.
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pub fn apply_impulse_at_point(&mut self, impulse: Vector<f32>, point: Point<f32>) {
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pub fn apply_impulse_at_point(
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&mut self,
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impulse: Vector<f32>,
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point: Point<f32>,
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wake_up: bool,
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) {
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let torque_impulse = (point - self.world_com).gcross(impulse);
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self.apply_impulse(impulse);
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self.apply_torque_impulse(torque_impulse);
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self.apply_impulse(impulse, false);
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self.apply_torque_impulse(torque_impulse, false);
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if wake_up {
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self.wake_up(false);
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}
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}
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}
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