/// <summary> /// Addsa torque to the rigidbody relative to its local coordinate system /// </summary> /// <param name="x">Size of torque along local x-axis</param> /// <param name="y">Size of torque along local y-axis</param> /// <param name="z">Size of torque along local z-axis</param> /// <param name="mode">Type of force to apply</param> public static void DebugAddRelativeTorque(this Rigidbody rigidbody, float x, float y, float z, ForceMode mode = ForceMode.Force) { DebugRigidbody.DrawTorque(rigidbody, rigidbody.worldCenterOfMass, rigidbody.transform.TransformDirection(new Vector3(x, y, z)), mode); rigidbody.AddRelativeTorque(x, y, z, mode); }
/// <summary> /// Adds a torque to the rigidbody /// </summary> /// <param name="x">Size of torque along world x-axis</param> /// <param name="y">Size of torque along world y-axis</param> /// <param name="z">Size of torque along world z-axis</param> /// <param name="mode">Type of force to apply</param> public static void DebugAddTorque(this Rigidbody rigidbody, float x, float y, float z, ForceMode mode = ForceMode.Force) { DebugRigidbody.DrawTorque(rigidbody, rigidbody.worldCenterOfMass, new Vector3(x, y, z), mode); rigidbody.AddTorque(x, y, z, mode); }
/// <summary> /// Addsa torque to the rigidbody relative to its local coordinate system /// </summary> /// <param name="torque">Torque vector in local coordinates</param> /// <param name="mode">Type of force to apply</param> public static void DebugAddRelativeTorque(this Rigidbody rigidbody, Vector3 torque, ForceMode mode = ForceMode.Force) { DebugRigidbody.DrawTorque(rigidbody, rigidbody.worldCenterOfMass, rigidbody.transform.TransformDirection(torque), mode); rigidbody.AddRelativeTorque(torque, mode); }
/// <summary> /// Adds a torque to the rigidbody /// </summary> /// <param name="torque">Torque vector in world coordinates</param> /// <param name="mode">Type of force to apply</param> public static void DebugAddTorque(this Rigidbody rigidbody, Vector3 torque, ForceMode mode = ForceMode.Force) { DebugRigidbody.DrawTorque(rigidbody, rigidbody.worldCenterOfMass, torque, mode); rigidbody.AddTorque(torque, mode); }