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Adds support for applying forces and impulses to sprite physics
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@ -232,6 +232,58 @@ class PhysicsBody {
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bool _attached = false;
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void applyForce(Offset force, Point worldPoint) {
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assert(_body != null);
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Vector2 b2Force = new Vector2(
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force.dx / _physicsNode.b2WorldToNodeConversionFactor,
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force.dy / _physicsNode.b2WorldToNodeConversionFactor);
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Vector2 b2Point = new Vector2(
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worldPoint.x / _physicsNode.b2WorldToNodeConversionFactor,
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worldPoint.y / _physicsNode.b2WorldToNodeConversionFactor
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);
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_body.applyForce(b2Force, b2Point);
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}
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void applyForceToCenter(Offset force) {
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assert(_body != null);
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Vector2 b2Force = new Vector2(
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force.dx / _physicsNode.b2WorldToNodeConversionFactor,
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force.dy / _physicsNode.b2WorldToNodeConversionFactor);
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_body.applyForceToCenter(b2Force);
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}
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void applyTorque(double torque) {
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assert(_body != null);
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_body.applyTorque(torque / _physicsNode.b2WorldToNodeConversionFactor);
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}
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void applyLinearImpulse(Offset impulse, Point worldPoint, [bool wake = true]) {
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assert(_body != null);
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Vector2 b2Impulse = new Vector2(
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impulse.dx / _physicsNode.b2WorldToNodeConversionFactor,
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impulse.dy / _physicsNode.b2WorldToNodeConversionFactor);
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Vector2 b2Point = new Vector2(
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worldPoint.x / _physicsNode.b2WorldToNodeConversionFactor,
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worldPoint.y / _physicsNode.b2WorldToNodeConversionFactor
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);
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_body.applyLinearImpulse(b2Impulse, b2Point, wake);
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}
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void applyAngularImpulse(double impulse) {
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assert(_body != null);
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_body.applyAngularImpulse(impulse / _physicsNode.b2WorldToNodeConversionFactor);
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}
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void _attach(PhysicsNode physicsNode, Node node) {
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assert(_attached == false);
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