Angular velocity on collision
by Claus Topholt · in Torque Game Builder · 01/18/2008 (2:24 am) · 2 replies
Hi all,
I'm new to TGB but have some experience with other (3D) engines. I have the following problem and can't seem to find any answers in the documentation or in this forum:
Say I have two boxes, one sitting on the ground and one placed in the air above it, rotated 30 degrees. I set a constant Y force to 10 and set Collision Response to "Bounce". When I play the scene, what I would expect is for the box in the air to drop onto the box below and bounce off it *at an angle*. It bounces fine, but only in the Y direction. No angular velocity is set, which means that the "rigid body physics" system never rotates anything on collision. That way, the physics seems to only make sense for small sphere objects (balls bouncing around). Is this correct?
I realize that I could possibly do the calculations myself, but the product intro to TGB states:
"Torque Game Builder's rigid body dynamics simulate Newtonian physics and models all the standard bells and whistles, including inertia, linear velocity, angular velocity, friction, restitution, relaxation, and damping, and has an easy method for applying impulse-forces and torque."
Where do I set friction? How do I control damping?
Please help :)
/ Claus
I'm new to TGB but have some experience with other (3D) engines. I have the following problem and can't seem to find any answers in the documentation or in this forum:
Say I have two boxes, one sitting on the ground and one placed in the air above it, rotated 30 degrees. I set a constant Y force to 10 and set Collision Response to "Bounce". When I play the scene, what I would expect is for the box in the air to drop onto the box below and bounce off it *at an angle*. It bounces fine, but only in the Y direction. No angular velocity is set, which means that the "rigid body physics" system never rotates anything on collision. That way, the physics seems to only make sense for small sphere objects (balls bouncing around). Is this correct?
I realize that I could possibly do the calculations myself, but the product intro to TGB states:
"Torque Game Builder's rigid body dynamics simulate Newtonian physics and models all the standard bells and whistles, including inertia, linear velocity, angular velocity, friction, restitution, relaxation, and damping, and has an easy method for applying impulse-forces and torque."
Where do I set friction? How do I control damping?
Please help :)
/ Claus
#2
01/18/2008 (8:08 am)
Thanks for the help, it was just what I was looking for! The documentation isn't very clear about a lot of things, and this particular issue was bugging me :)
Torque Owner Michael Hartlef