Heyho,
yes, kinematic body.
There are 3 types of OGRE Bullet physicsbodies:
-dynamic bodies (pos. mass; Can move and collide with other objects)
-static body (zero mass; Can´t move, but collide)
Those are the built-in bodytypes. But there is one more, especially for characters:
-kinematic bodies (Zero mass; Can move and be animated; Can push away objects, but can´t be pushed itself (Except it can´t fall through ground, go through walls and stuff like that))
For this, see the usermanual of bullet; page 24 (or rigid Body Dynamics)
Example 1:
A box named Bob (The Character) was hit by a ball (dynamic).
-dynamic Body: Change of Impulse of ball and character
-static Body: Change of Impulse of ball.
-kinematic Body: Change of Impulse of ball.
Example 2:
A box named Bob moves and hits a ball (dynamic).
-dynamic Body: Change of Impulse of ball and character
-static Body: Not able to move a static Body.
-kinematic Body: Change of Impulse of ball.
Example 3:
A box named Bob is animated so it can hit a ball (dynamic).
-dynamic Body: Change of Impulse of ball and character
-static Body: Not able to animate a static Body.
-kinematic Body: Change of Impulse of ball.
A kinematic Body is an static Body with more functions.
For animated kinematic Body entities we also Need this:
body ->setActivationState(DISABLE_DEACTIVATION);
http://bulletphysics.org/Bullet/BulletF ... dBody.html
3D: Kinematic body
- Bananenfreak
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Re: 3D: Kinematic body
Any Chance to get kinematic bodies integrated? It´s important for games with characters. For ALL games with characters the Player can Play.
FPS, Moba, RTS, RPG all classes are using this.
FPS, Moba, RTS, RPG all classes are using this.
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Re: 3D: Kinematic body
Seems strange to me that any entity should have "zero mass".
IdeasVacuum
If it sounds simple, you have not grasped the complexity.
If it sounds simple, you have not grasped the complexity.
- Bananenfreak
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- Joined: Mon Apr 15, 2013 12:22 pm
Re: 3D: Kinematic body
It does not have "Zero mass" it could also have an infinite mass (I think it´s the infinite mass).
Imagine you want to create a playable entity WITH animations and it should influence other physical objects.
If you´re using a dynamic Body (Our normal physic bodies) your playable entity collides by itself, it rotates, falls down or is being pushed away by other objects.
If you´re using the static Body, the playable entity will not be playable. It stands... forever.
If you´re using a kinematic Body, the playable entity is able to influence other physical objects, can fall down,... BUT this time the entity can´t rotate itself by physical influence and a few other things it makes good for characters.
Yes, the kinematic Body is unnormal, but nothing is real in OGRE
It allows you and me to create playable characters (Anyone who played such a game knows what I mean).
In relation to the "GTA 5 - PB 5.31 - Update": The characters and NPCs in this game are also using this technique to realize a normal-unnormal physicbody.
Imagine you want to create a playable entity WITH animations and it should influence other physical objects.
If you´re using a dynamic Body (Our normal physic bodies) your playable entity collides by itself, it rotates, falls down or is being pushed away by other objects.
If you´re using the static Body, the playable entity will not be playable. It stands... forever.
If you´re using a kinematic Body, the playable entity is able to influence other physical objects, can fall down,... BUT this time the entity can´t rotate itself by physical influence and a few other things it makes good for characters.
Yes, the kinematic Body is unnormal, but nothing is real in OGRE

It allows you and me to create playable characters (Anyone who played such a game knows what I mean).
In relation to the "GTA 5 - PB 5.31 - Update": The characters and NPCs in this game are also using this technique to realize a normal-unnormal physicbody.