Home Game Development Tranferring linear momentum to angular momentum in Godot

Tranferring linear momentum to angular momentum in Godot

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Tranferring linear momentum to angular momentum in Godot

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In Godot, when a 2D inflexible physique collides with one other physique, plainly the power is absorbed/used to bounce again, however it does not give an “angular impulse” to the item, for example if a rectangle (1) collided on its aspect with a sharp edge (2), it is going to first bounce again within the precise other way of the place it got here from (3) (with out even altering its rotation) after which it is just when it is going to be resting with a degree to edge contact that it’ll begin pivoting across the contact level (4).

Image illustrating the explanation

There are two points I’ve with this:

  • If bounciness is enabled, I’d have appreciated it to bounce again whereas gaining angular momentum like it could in the true world
  • Even when bounciness is off, I would love it to switch its vitality to angular momentum, whereas right here it simply utterly stops because of the collision and solely then begins rotating, whereas in actuality the rotation pace ought to rely upon how briskly the preliminary collision was

Am I lacking one thing within the physics parameters or is that this one thing I ought to implement myself?

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