[Bf-gamedev] getReactionForce

Angus Hollands goosey15 at gmail.com
Sat Sep 13 20:47:31 CEST 2014


It used to exist in the original sumo physics engine, but bullet doesn't do
things in that manner. It's better to get it from the collision contacts,
which is possible but not implemented.
On 12 Sep 2014 11:00, <bf-gamedev-request at blender.org> wrote:

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>    1. Re: getReactionForce (Sam Brubaker)
>    2. Re: getReactionForce (Jacob Merrill)
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> Message: 1
> Date: Thu, 11 Sep 2014 09:49:20 -0400
> From: Sam Brubaker <sam at worldsday.org>
> Subject: Re: [Bf-gamedev] getReactionForce
> To: bf-gamedev at blender.org
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> O5weg at mail.gmail.com>
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> getReactionForce() seems like the single most important function for
> collision events in a game. As far as I know, it's the only function in bge
> that, for some reason, is documented but not implemented.
> Calling back how hard something hit another thing is the basis for
> countless game mechanics, so I think implementing this function should be a
> top priority.
>
> On Thu, Sep 11, 2014 at 5:24 AM, Alex Fraser <alex at phatcore.com> wrote:
>
> > It's not ideal, but you can calculate the acceleration by keeping track
> of
> > an object's location on every frame.  Then if you know the other forces
> > that are acting on it (e.g. due to gravity and animation), you could
> > subtract those to calculate the reaction force.
> >
> > I can't comment on how easy it would be to fix the actual
> getReactionForce
> > function.
> >
> > Alex
> > On 11 Sep 2014 07:15, "Jacob Merrill" <blueprintrandom1 at gmail.com>
> wrote:
> >
> >>
> >>
> http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_GameObject-class.html#getReactionForce
> >>
> >> is there any way to implement this ?
> >>
> >> can the data returned be per collision
> >>
> >> ?
> >>
> >> like
> >>
> >> f= own.getReactionForce[0]
> >>
> >> print f
> >>
> >> object, local force, world force ?
> >>
> >> I really need it for many different projects but mainly the walking
> >> ragdoll
> >> https://www.youtube.com/watch?v=quGPXLF1LiI
> >>
> >> Thanks!
> >>
> >>
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> Message: 2
> Date: Thu, 11 Sep 2014 08:32:57 -0700
> From: Jacob Merrill <blueprintrandom1 at gmail.com>
> Subject: Re: [Bf-gamedev] getReactionForce
> To: bf-gamedev at blender.org
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> yeah, and my actor uses acceleration to move as it is a walking ragdoll,
>
> if I use acceleration, then running too fast trigger rag doll death,
>
> I need running to fast into a obstacle to trigger instead.
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