src/body/RigidBody.cpp
void RigidBody::applyLocalForceAtLocalPosition(const Vector3& force, const Vector3& point) {

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

    applyWorldForceAtLocalPosition(worldForce, point);
}
// Manually apply an external force (in local-space) to the body at a given point (in local-space).
/// If the point is not at the center of mass of the body, it will also
/// generate some torque and therefore, change the angular velocity of the body.
/// 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 forces 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 force The force (in local-space of the body) to apply on the body (in Newtons)
 * @param point The point where the force is applied (in local-space of the body)
 */
Manually apply an external force (in local-space) to the body at a given point (in local-space).
If the point is not at the center of mass of the body, it will also
generate some torque and therefore, change the angular velocity of the body.
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 forces 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 force The force (in local-space of the body) to apply on the body (in Newtons)
@param point The point where the force is applied (in local-space of the body)
Manually apply an external force ( in local - space ) to the body at a given point ( in local - space ) . If the point is not at the center of mass of the body it will also generate some torque and therefore change the angular velocity of the body . 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 forces 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 force The force ( in local - space of the body ) to apply on the body ( in Newtons ) @param point The point where the force is applied ( in local - space of the body )
void RigidBody::applyLocalForceAtLocalPosition(const Vector3& force, const Vector3& point) {
    const Vector3 worldForce = mWorld.mTransformComponents.getTransform(mEntity).getOrientation() * force;
    applyWorldForceAtLocalPosition(worldForce, point);
}
void RigidBody :: applyLocalForceAtLocalPosition ( const Vector3 & force , const Vector3 & point ) { const Vector3 worldForce = mWorld . mTransformComponents . getTransform ( mEntity ) . getOrientation ( ) * force ; applyWorldForceAtLocalPosition ( worldForce , point ) ; }
Manually apply an external force (in local-space) to the body at a given point (in local-space).
Manually apply an external force ( in local - space ) to the body at a given point ( in local - space ) .
// Convert the local-space force to world-space