pub unsafe extern "C" fn PxRigidBody_addForce_mut(
    self_: *mut PxRigidBody,
    force: *const PxVec3,
    mode: PxForceMode,
    autowake: bool
)
Expand description

Applies a force (or impulse) defined in the global coordinate frame to the actor at its center of mass.

This will not induce a torque .

::PxForceMode determines if the force is to be conventional or impulsive.

Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively.

It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set.

The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links.

if this is called on an articulation link, only the link is updated, not the entire articulation.

see [PxRigidBodyExt::computeVelocityDeltaFromImpulse] for details of how to compute the change in linear velocity that will arise from the application of an impulsive force, where an impulsive force is applied force multiplied by a timestep.

Sleeping: This call wakes the actor if it is sleeping, and the autowake parameter is true (default) or the force is non-zero.