phent_setdamping ( ENTITY* entity, var linear, var angular );

A simple way to simulate airdrag and friction is to use velocity damping. Each frame a force & torque gets applied to the selected entity, compensating its movement. An amount of 0 disables damping and unless stopped by other objects or forces, a moving physical entity will continue moving indefinitely. When set to 100%, the object will only move while a force or torque is applied to it.

Parameters:

entity the entity to be affected
linear amount of linear damping, between 0.0 and 100.0
angular amount of angular damping, between 0.0 and 100.0

Returns:

1 if successful, 0 otherwise.

Remarks:

As long as linear or angular damping is enabled for an object calculations need to be performed each frame. Set both to 0 to increase frame rate.

Speed:

Fast

Example:


		

See also:

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