Problems with setImpulseForcePolar Torque2D
by Derek Goodwin · in Technical Issues · 09/05/2012 (12:03 pm) · 0 replies
I can't seem to get the function setImpulseForcePolar to respect the mass that I'm setting for my object in Torque 2D. No matter what I set the object's mass to it responds the same way to the force I'm applying to it. I've set setAutoMassInertia(false) because as I understand it that causes the Torque engine to automatically calculate the mass of the object based off of its size and density.
I found someone having a similar issue in this thread: http://www.garagegames.com/community/forums/viewthread/91993
He solved his issue by using setConstantForcePolar rather than setImpulseForcePolar, and sure enough if I use setConstantForcePolar then everything behaves as expected. I'm using 1.7.6 for TGB and Torque2D.
So is there something here that I'm missing or am I looking at a three year old unsolved bug?
I found someone having a similar issue in this thread: http://www.garagegames.com/community/forums/viewthread/91993
He solved his issue by using setConstantForcePolar rather than setImpulseForcePolar, and sure enough if I use setConstantForcePolar then everything behaves as expected. I'm using 1.7.6 for TGB and Torque2D.
So is there something here that I'm missing or am I looking at a three year old unsolved bug?