#angular force imparted onto the player

13 messages · Page 1 of 1 (latest)

torpid dove
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of the player is a baseball in the form of a characterbody3D
And the baseballbat is a rigidbody.
How would i implement the force or velocity imparted on the player when colliding a rigidbody into a characterbody at points of impact on that rigid body?

I've had some issues with this before in a pinball machine...
Maybe im just missapplying nodes...

But im currently working on a jetpack game with rotating obstacles and the question came to mind.

narrow needle
torpid dove
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I figured i can do some magic through smart use of the collission point if i place my origins correctly.
(after a sleepless night)
since you can calculate the speed of the bat at those point by multiplying the distance from the origin by the angular rotation speed

narrow needle
torpid dove
torpid dove
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my question is how i'd ever find this on my own in this case YeurhDen
i'm hardly ever exposed to anything beyond the scene node level.
How'd you find this?

narrow needle
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recently stumbled upon people talking about it after being involved with godot physics for years. didnt know about it at all

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this is low-level stuff, you won't be aware of

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but to re-discover it i just googled "godot rigidbody get velocity at point" or something

torpid dove
narrow needle
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it was in some thread within the first few answers

torpid dove
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thanks you so much then, for the glimpse!
I'll mark it solved.