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Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way
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@@ -61,6 +61,13 @@ public:
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virtual void set_transform(const Transform2D &p_transform) = 0;
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virtual Transform2D get_transform() const = 0;
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virtual void add_central_force(const Vector2 &p_force) = 0;
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virtual void add_force(const Vector2 &p_offset, const Vector2 &p_force) = 0;
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virtual void add_torque(real_t p_torque) = 0;
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virtual void apply_central_impulse(const Vector2 &p_impulse) = 0;
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virtual void apply_torque_impulse(real_t p_torque) = 0;
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virtual void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) = 0;
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virtual void set_sleep_state(bool p_enable) = 0;
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virtual bool is_sleeping() const = 0;
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@@ -448,8 +455,12 @@ public:
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virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
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virtual float body_get_applied_torque(RID p_body) const = 0;
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virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
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virtual void body_add_force(RID p_body, const Vector2 &p_offset, const Vector2 &p_force) = 0;
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virtual void body_add_torque(RID p_body, float p_torque) = 0;
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virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
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virtual void body_apply_torque_impulse(RID p_body, float p_torque) = 0;
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virtual void body_apply_impulse(RID p_body, const Vector2 &p_offset, const Vector2 &p_impulse) = 0;
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virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
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