applyAngularVelocity causes error when called right after object instantiation
- by Appeltaart
I'm trying to make a physicsBody rotate as soon as it is instantiated.
CCNode* ball = [CCBReader load:@"Ball"];
[ball.physicsBody applyForce:force];
[ball.physicsBody applyAngularImpulse:arc4random_uniform(360) - 180];
Applying force works fine, the last line however throws an error in cpBody.c line 123:
cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid.");
When I don't apply force and merely rotate the problem persists. If I send applyAngularImpulse at some later point (in this case on a touch) it does work. Is this function not supposed to be called right after instantiation, or is this a bug?