Description
Applies torque (rotation momentum) to the center of mass of the given object. Torque force is defined as vector [x, y, z] applied in world space. If you need to define torque in model space, convert the torque vector first by vectorModelToWorld or vectorModelToWorldVisual command. The torque applied as impulse. Diagram below explain which way the object would rotate. For more information see NVIDIA docs
Note
A single application of torque would produce one impulse, which may not be enough. In this case consider applying a series of continuous impulses, for example to make a quad bike to roll forward:
onEachFrame { quad addTorque (quad vectorModelToWorld [100,0,0]) };
Important
This command doesn't follow convention for torque direction, which obeys right-hand rule. To comply, negate all values in the vector.
Syntax
object addTorque torque
Parameters:
Returns: Nothing
Examples
Example 1
Apply torque [1000,0,0] to object not factoring object positioning:
_wheel addTorque [1000,0,0];
Example 2
Apply torque [1000,0,0] relative to object:
_wheel addTorque (_wheel vectorModelToWorld [1000,0,0]);
See also
addForce · awake · isAwake · vectorModelToWorld · vectorModelToWorldVisual · disableBrakes · brakesDisabled