applyForce method
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
point
is the world position of the point of application
(default: center of mass)
Implementation
void applyForce(Vector2 force, {Vector2? point}) {
point ??= worldCenter;
_applyForceToCenter(force);
_torque +=
(point.x - sweep.c.x) * force.y - (point.y - sweep.c.y) * force.x;
}