applyForce
Definition
-- @/=[C]:-1
function applyForce(...)
Callers
@/lua/vehicle/controller/playerController.lua
local function applyForce(node1, node2, force)
obj:applyForce(node1, node2, force)
local function applyForce(node1, node2, force)
obj:applyForce(node1, node2, force)
end
--yaw
applyForce(stabilizationNodes.topFront, stabilizationNodes.topLeft, yawLeftForce)
applyForce(stabilizationNodes.topRear, stabilizationNodes.topRight, yawLeftForce)
applyForce(stabilizationNodes.topFront, stabilizationNodes.topLeft, yawLeftForce)
applyForce(stabilizationNodes.topRear, stabilizationNodes.topRight, yawLeftForce)
applyForce(stabilizationNodes.topFront, stabilizationNodes.topRight, yawRightForce)
applyForce(stabilizationNodes.topRear, stabilizationNodes.topRight, yawLeftForce)
applyForce(stabilizationNodes.topFront, stabilizationNodes.topRight, yawRightForce)
applyForce(stabilizationNodes.topRear, stabilizationNodes.topLeft, yawRightForce)
applyForce(stabilizationNodes.topFront, stabilizationNodes.topRight, yawRightForce)
applyForce(stabilizationNodes.topRear, stabilizationNodes.topLeft, yawRightForce)
@/lua/vehicle/thrusters.lua
end
obj:applyForce(thruster.id2, thruster.id1, t)
end
for _, thruster in ipairs(thrusterState) do
-- applyForce(node1, node2, forceMagnitude)
obj:applyForce(thruster[2], thruster[1], thruster[3])
-- applyForce(node1, node2, forceMagnitude)
obj:applyForce(thruster[2], thruster[1], thruster[3])
end
for i = impulseCount, 1, -1 do
-- applyForce(node1, node2, forceMagnitude)
local thruster = impulseState[i]
local thruster = impulseState[i]
obj:applyForce(thruster[1], thruster[2], thruster[3])
local ttl = thruster[4]