May 102011

I don’t even know…

Okay, I guess I do know, I made it.
I don’t even know.
bge and a simple gravity script of course.
wanna hear it? here is go!

import bge
from mathutils import Vector
co = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

obList = []
for o in scene.objects:
    if o.__class__ == bge.types.KX_GameObject:

def calcGrav(obA, obB, G):
    m1 = obA.mass; m2 = obB.mass
    m = m1*m2
    loc1 = obA.worldPosition
    loc2 = obB.worldPosition
    v = loc1 - loc2
    r = v.length
    F = G * ( (m) / (r*r) )
    return -v * F

def loopGrav(obs, G):
    for obA in obs:
        fV = Vector((0,0,0))
        for obB in obs:
            if obA != obB:
                fV += calcGrav(obA, obB, G)
        obA.applyForce(fV, False)

loopGrav(obList, 1)

keyb = bge.logic.keyboard
    for ob in obList:
        ob.applyTorque(Vector((0,0,50)), False)

    loopGrav(obList, -2.5)

    loopGrav(obList, 15)

– copy/paste script into blender text editor.
– setup an EMPTY object with logic nodes as shown.
– change ‘Engine’ from ‘Blender Render’ to ‘Blender Game’
– set World>Physics>Gravity to 0.0 (under Bullet)
– create some objects.
– hit ‘p’

This script will (should/might) make all meshes in the scene obey Newton.

  One Response to “Something else with gravity and ragdolls”

  1. Up until the first rag doll shows sup, it looks like a bunch of rectanguloid piranhas having dinner. After skipping breakfast and lunch.

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