/// <summary> /// Clears all forces being applied to this rigidbody /// </summary> public void ClearForces() { if (InternalRigidBody == null) { return; } InternalRigidBody?.ClearForces(); InternalRigidBody.InterpolationAngularVelocity = Vector3.Zero; InternalRigidBody.LinearVelocity = Vector3.Zero; InternalRigidBody.InterpolationAngularVelocity = Vector3.Zero; InternalRigidBody.AngularVelocity = Vector3.Zero; }
/// <summary> /// Clears all forces being applied to this rigidbody /// </summary> public void ClearForces() { if (InternalRigidBody == null) { throw new InvalidOperationException("Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene."); } InternalRigidBody?.ClearForces(); InternalRigidBody.InterpolationAngularVelocity = Vector3.Zero; InternalRigidBody.LinearVelocity = Vector3.Zero; InternalRigidBody.InterpolationAngularVelocity = Vector3.Zero; InternalRigidBody.AngularVelocity = Vector3.Zero; }
/// <summary> /// Clears all forces being applied to this rigidbody /// </summary> public void ClearForces() { InternalRigidBody.ClearForces(); }