src/body/RigidBody.cpp
void RigidBody::applyLocalTorque(const Vector3& torque) {

    // Convert the local-space torque to world-space
    const Vector3 worldTorque = mWorld.mTransformComponents.getTransform(mEntity).getOrientation() * torque;

    applyWorldTorque(worldTorque);
}
// Manually apply an external torque to the body (in local-space).
/// If the body is sleeping, calling this method will wake it up. Note that the
/// force will we added to the sum of the applied torques and that this sum will be
/// reset to zero at the end of each call of the PhyscisWorld::update() method.
/// You can only apply a force to a dynamic body otherwise, this method will do nothing.
/**
 * @param torque The external torque to apply on the body (in local-space)
 */
Manually apply an external torque to the body (in local-space).
If the body is sleeping, calling this method will wake it up. Note that the
force will we added to the sum of the applied torques and that this sum will be
reset to zero at the end of each call of the PhyscisWorld::update() method.
You can only apply a force to a dynamic body otherwise, this method will do nothing.

@param torque The external torque to apply on the body (in local-space)
Manually apply an external torque to the body ( in local - space ) . If the body is sleeping calling this method will wake it up . Note that the force will we added to the sum of the applied torques and that this sum will be reset to zero at the end of each call of the PhyscisWorld :: update () method . You can only apply a force to a dynamic body otherwise this method will do nothing . @param torque The external torque to apply on the body ( in local - space )
void RigidBody::applyLocalTorque(const Vector3& torque) {
    const Vector3 worldTorque = mWorld.mTransformComponents.getTransform(mEntity).getOrientation() * torque;
    applyWorldTorque(worldTorque);
}
void RigidBody :: applyLocalTorque ( const Vector3 & torque ) { const Vector3 worldTorque = mWorld . mTransformComponents . getTransform ( mEntity ) . getOrientation ( ) * torque ; applyWorldTorque ( worldTorque ) ; }
Manually apply an external torque to the body (in local-space).
Manually apply an external torque to the body ( in local - space ) .
// Convert the local-space torque to world-space