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F367 step 5 v2 — pulse-triggered instantaneous impulse on a body. Same shape as `physicsApplyForce` but applies an instantaneous velocity delta (Δv = impulse/mass) instead of a continuous force across one step. Use for explosions, kicks, projectiles — anything that should change a body's velocity discontinuously.
Inputs
| Port | Type | Description |
|---|---|---|
world | any | World |
bodyId | float | Body ID |
impulse | vec2 | Impulse (px/s · kg) |
point | vec2 | Point (body-local px) |
trigger | float | Trigger |
Outputs
| Port | Type | Description |
|---|---|---|
| - | - | No ports declared. |
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
paramImpulseX | float | 0 | Used when the `impulse` input port is unwired. Author-convenience static vector — same pattern as `physicsWorld.paramGravity{X,Y}`. step 10 |
paramImpulseY | float | 0 | Default Impulse Y (px/s · kg) step 10 |
paramPointX | float | 0 | Off-centre application point; (0, 0) = body centre. step 5 |
paramPointY | float | 0 | Default Point Y (body-local px) step 5 |
Use cases
- Ragdoll on hit — state-machine transition fires `physicsApplyImpulse.trigger`; impulse vector aimed away from the hit point. The character rags down naturally.
- Click-to-launch — `clickStateDispatcher.pulse` → `trigger`; impulse upward. Single click yields a one-shot launch.
- Collision-driven scatter — `physicsCollisionPulse.pulse` (v2 collision events) → `trigger`; impulse derived from the contact normal.
Related nodes
Envelope
Use physicsApplyImpulse as the node type inside a graph node envelope. Add id, optional params, optional connections, and optional activeWhen based on the guide context.
Generated source
Registry faster-motion-docs/node-registry.jsonCategory page /help/faster-motion/faster-motion-node-category-solvers/