@@ -671,22 +671,18 @@ Body.prototype.updateInertiaWorld = function(force){
671671 * Apply force to a world point. This could for example be a point on the Body surface. Applying force this way will add to Body.force and Body.torque.
672672 * @method applyForce
673673 * @param {Vec3 } force The amount of force to add.
674- * @param {Vec3 } worldPoint A world point to apply the force on.
674+ * @param {Vec3 } relativePoint A point relative to the center of mass to apply the force on.
675675 */
676676var Body_applyForce_r = new Vec3 ( ) ;
677677var Body_applyForce_rotForce = new Vec3 ( ) ;
678- Body . prototype . applyForce = function ( force , worldPoint ) {
679- if ( this . type !== Body . DYNAMIC ) {
678+ Body . prototype . applyForce = function ( force , relativePoint ) {
679+ if ( this . type !== Body . DYNAMIC ) { // Needed?
680680 return ;
681681 }
682682
683- // Compute point position relative to the body center
684- var r = Body_applyForce_r ;
685- worldPoint . vsub ( this . position , r ) ;
686-
687683 // Compute produced rotational force
688684 var rotForce = Body_applyForce_rotForce ;
689- r . cross ( force , rotForce ) ;
685+ relativePoint . cross ( force , rotForce ) ;
690686
691687 // Add linear force
692688 this . force . vadd ( force , this . force ) ;
@@ -702,39 +698,38 @@ Body.prototype.applyForce = function(force,worldPoint){
702698 * @param {Vec3 } localPoint A local point in the body to apply the force on.
703699 */
704700var Body_applyLocalForce_worldForce = new Vec3 ( ) ;
705- var Body_applyLocalForce_worldPoint = new Vec3 ( ) ;
701+ var Body_applyLocalForce_relativePointWorld = new Vec3 ( ) ;
706702Body . prototype . applyLocalForce = function ( localForce , localPoint ) {
707703 if ( this . type !== Body . DYNAMIC ) {
708704 return ;
709705 }
710706
711707 var worldForce = Body_applyLocalForce_worldForce ;
712- var worldPoint = Body_applyLocalForce_worldPoint ;
708+ var relativePointWorld = Body_applyLocalForce_relativePointWorld ;
713709
714710 // Transform the force vector to world space
715711 this . vectorToWorldFrame ( localForce , worldForce ) ;
716- this . pointToWorldFrame ( localPoint , worldPoint ) ;
712+ this . vectorToWorldFrame ( localPoint , relativePointWorld ) ;
717713
718- this . applyForce ( worldForce , worldPoint ) ;
714+ this . applyForce ( worldForce , relativePointWorld ) ;
719715} ;
720716
721717/**
722718 * Apply impulse to a world point. This could for example be a point on the Body surface. An impulse is a force added to a body during a short period of time (impulse = force * time). Impulses will be added to Body.velocity and Body.angularVelocity.
723719 * @method applyImpulse
724720 * @param {Vec3 } impulse The amount of impulse to add.
725- * @param {Vec3 } worldPoint A world point to apply the force on.
721+ * @param {Vec3 } relativePoint A point relative to the center of mass to apply the force on.
726722 */
727723var Body_applyImpulse_r = new Vec3 ( ) ;
728724var Body_applyImpulse_velo = new Vec3 ( ) ;
729725var Body_applyImpulse_rotVelo = new Vec3 ( ) ;
730- Body . prototype . applyImpulse = function ( impulse , worldPoint ) {
726+ Body . prototype . applyImpulse = function ( impulse , relativePoint ) {
731727 if ( this . type !== Body . DYNAMIC ) {
732728 return ;
733729 }
734730
735731 // Compute point position relative to the body center
736- var r = Body_applyImpulse_r ;
737- worldPoint . vsub ( this . position , r ) ;
732+ var r = relativePoint ;
738733
739734 // Compute produced central impulse velocity
740735 var velo = Body_applyImpulse_velo ;
@@ -766,20 +761,20 @@ Body.prototype.applyImpulse = function(impulse, worldPoint){
766761 * @param {Vec3 } localPoint A local point in the body to apply the force on.
767762 */
768763var Body_applyLocalImpulse_worldImpulse = new Vec3 ( ) ;
769- var Body_applyLocalImpulse_worldPoint = new Vec3 ( ) ;
764+ var Body_applyLocalImpulse_relativePoint = new Vec3 ( ) ;
770765Body . prototype . applyLocalImpulse = function ( localImpulse , localPoint ) {
771766 if ( this . type !== Body . DYNAMIC ) {
772767 return ;
773768 }
774769
775770 var worldImpulse = Body_applyLocalImpulse_worldImpulse ;
776- var worldPoint = Body_applyLocalImpulse_worldPoint ;
771+ var relativePointWorld = Body_applyLocalImpulse_relativePoint ;
777772
778773 // Transform the force vector to world space
779774 this . vectorToWorldFrame ( localImpulse , worldImpulse ) ;
780- this . pointToWorldFrame ( localPoint , worldPoint ) ;
775+ this . vectorToWorldFrame ( localPoint , relativePointWorld ) ;
781776
782- this . applyImpulse ( worldImpulse , worldPoint ) ;
777+ this . applyImpulse ( worldImpulse , relativePointWorld ) ;
783778} ;
784779
785780var Body_updateMassProperties_halfExtents = new Vec3 ( ) ;
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