[Bf-gamedev] getReactionForce

Jacob Merrill blueprintrandom1 at gmail.com
Sun Sep 14 00:30:12 CEST 2014


but, collision.impulse would be fine :D

On Sat, Sep 13, 2014 at 3:24 PM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:

> 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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>>> Today's Topics:
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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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>>
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