[Bf-gamedev] getReactionForce

Jacob Merrill blueprintrandom1 at gmail.com
Sun Sep 14 00:24:42 CEST 2014


having a min impulse in collision sensor? or max?

if collision with property is above magnitude---------------python?



On Sat, Sep 13, 2014 at 11:47 AM, Angus Hollands <goosey15 at gmail.com> wrote:

> 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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>> ----------------------------------------------------------------------
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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
>> Message-ID:
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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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>> CA+iAO4ZoL7ewFTtmaEH-n34gRREFygkdj2dGyJLeo0hnbcHtuw at mail.gmail.com>
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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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