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3D: Kinematic body

Posted: Mon Jan 05, 2015 11:33 am
by Bananenfreak
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

Re: 3D: Kinematic body

Posted: Sun Jul 05, 2015 12:20 pm
by Bananenfreak
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.

Re: 3D: Kinematic body

Posted: Sun Jul 05, 2015 3:31 pm
by IdeasVacuum
Seems strange to me that any entity should have "zero mass".

Re: 3D: Kinematic body

Posted: Tue Jul 07, 2015 2:18 pm
by Bananenfreak
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.