| Parameter | Description |
|---|---|
| input | The wind configuration. See WindInput. |
Apply wind forces to this shape. Force is computed by Box2D using the shape's projected area, the wind velocity (PhysicsBody.WindInput.force) and the drag/lift coefficients in ; circles ignore lift. Forces are continuous (not impulses), so this is expected to be called every simulation step. The shape's owning body must be PhysicsBody.BodyType.Dynamic; otherwise a warning is logged and the call is a no-op. Sleeping bodies are woken automatically by Box2D when the per-shape force is non-trivial.
| Parameter | Description |
|---|---|
| input | The wind configuration. See WindInput. |
| shapes | The shapes that wind should be applied to. |
Apply wind forces to every shape in . The same WindInput is applied to all listed shapes. Each shape's owning body must be PhysicsBody.BodyType.Dynamic; shapes on non-dynamic or invalid bodies log a warning and are skipped. Only the listed shapes contribute to wind on their owning bodies; sibling shapes not in are left alone - this is the difference from PhysicsBody.ApplyWind, which processes every shape on each listed body. Forces are continuous (not impulses), so this is expected to be called every simulation step.