C++ (Qt)void applyForce(const btVector3& force, const btVector3& rel_pos) { applyCentralForce(force); applyTorque(rel_pos.cross(force*m_linearFactor));}
C++ (Qt)float dot = DotProduct(p1.Normal(), p2.Normal()) * -1.0f;if (dot > 0.0f) { float dropoff = GetDropoff(p1.Position(), p2.Position()); if (dropoff > 0.0f) { Vector3 force = force_max * dropoff * dot; ...}