src/body/RigidBody.cpp
void RigidBody::applyLocalForceAtCenterOfMass(const Vector3& force) {

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

    applyWorldForceAtCenterOfMass(worldForce);
}
// Manually apply an external force (in local-space) to the body at its center of mass.
/// 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 external force (in local-space of the body) to apply on the center of mass of the body (in Newtons)
 */
Manually apply an external force (in local-space) to the body at its center of mass.
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 external force (in local-space of the body) to apply on the center of mass of the body (in Newtons)
Manually apply an external force ( in local - space ) to the body at its center of mass . 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 external force ( in local - space of the body ) to apply on the center of mass of the body ( in Newtons )
void RigidBody::applyLocalForceAtCenterOfMass(const Vector3& force) {
    const Vector3 worldForce = mWorld.mTransformComponents.getTransform(mEntity).getOrientation() * force;
    applyWorldForceAtCenterOfMass(worldForce);
}
void RigidBody :: applyLocalForceAtCenterOfMass ( const Vector3 & force ) { const Vector3 worldForce = mWorld . mTransformComponents . getTransform ( mEntity ) . getOrientation ( ) * force ; applyWorldForceAtCenterOfMass ( worldForce ) ; }
Manually apply an external force (in local-space) to the body at its center of mass.
Manually apply an external force ( in local - space ) to the body at its center of mass .
// Convert the local-space force to world-space