rigid_body_forces_and_impulses
In addition to gravity, it is possible to add custom forces (or torques) or apply impulses (or torque impulses) to dynamic rigid-bodies in order to make them move in specific ways. Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity. They are both based on the familiar equations:
- Forces: the acceleration change is equal to the force divided by the mass:
- Impulses: the velocity change is equal to the impulse divided by the mass:
Forces can be added, and impulses can be applied, to a rigid-body after it has been created. Added forces are persistent across simulation steps, and can be cleared manually.
- Example 2D
- Example 3D
let rigid_body = rigid_body_set.get_mut(rigid_body_handle).unwrap();
// The `true` argument makes sure the rigid-body is awake.
rigid_body.reset_forces(true); // Reset the forces to zero.
rigid_body.reset_torques(true); // Reset the torques to zero.
rigid_body.add_force(vector![0.0, 1000.0], true);
rigid_body.add_torque(100.0, true);
rigid_body.add_force_at_point(vector![0.0, 1000.0], point![1.0, 2.0], true);
rigid_body.apply_impulse(vector![0.0, 1000.0], true);
rigid_body.apply_torque_impulse(100.0, true);
rigid_body.apply_impulse_at_point(vector![0.0, 1000.0], point![1.0, 2.0], true);
let rigid_body = rigid_body_set.get_mut(rigid_body_handle).unwrap();
// The `true` argument makes sure the rigid-body is awake.
rigid_body.reset_forces(true); // Reset the forces to zero.
rigid_body.reset_torques(true); // Reset the torques to zero.
rigid_body.add_force(vector![0.0, 1000.0, 0.0], true);
rigid_body.add_torque(vector![100.0, 0.0, 0.0], true);
rigid_body.add_force_at_point(vector![0.0, 1000.0, 0.0], point![1.0, 2.0, 3.0], true);
rigid_body.apply_impulse(vector![0.0, 1000.0, 0.0], true);
rigid_body.apply_torque_impulse(vector![100.0, 0.0, 0.0], true);
rigid_body.apply_impulse_at_point(vector![0.0, 1000.0, 0.0], point![1.0, 2.0, 3.0], true);
Keep in mind that a dynamic rigid-body with a zero mass won't be affected by a linear force/impulse, and a rigid-body with a zero angular inertia won't be affected by torques/torque impulses. So if your force doesn't appear to do anything, make sure that:
-
The rigid-body is dynamic.
-
It is strong enough to make the rigid-body move (try a very large value and see if it does something).
-
The rigid-body has a non-zero mass or angular inertia either because they were set explicitly, or because they were computed automatically from colliders with non-zero densities.
-
The rigid-body is awake (by waking it up manually or setting the last
wake_up
parameter totrue
).