Any plans to expose exact force and torque added during collisions

Join the discussion
Ask a follow-up here, or get your own question answered by working scientists, mathematicians and engineers — people, not an autocomplete.
Real named experts · corrections over time · the nuance an AI answer skips
2 replies · 1K views
blackdoom
Messages
1
Reaction score
0
This has been a huge limitation for me since picking up unity. So there's "Collision.relativeVelocity" which doesn't even represent a before/after change. There's "Collision.impulse" which gives some kind of averaged force. But collisions add force at points resulting in both force and torque impulses being applied to the object. So what does an average "impulse" even mean realistically? Are they just cutting out the torque and not including it arbitrarily?

It seems to me the obvious and most useful information would be the combined force/torque added from each contact point to each of the objects in the collision. I'm currently working on custom physical joints and they work smoothly and beautifully but for the fact I can't accurately account for collision forces immediately.

Are there any plans to expose this information? Even for tasks like calculating damage (which do okay using the current information) it would be more accurate and consistent.
 
Physics news on Phys.org
blackdoom said:
This has been a huge limitation for me since picking up unity. So there's "Collision.relativeVelocity" which doesn't even represent a before/after change. There's "Collision.impulse" which gives some kind of averaged force. But collisions add force at points resulting in both force and torque impulses being applied to the object. So what does an average "impulse" even mean realistically? Are they just cutting out the torque and not including it arbitrarily?

It seems to me the obvious and most useful information would be the combined force/torque added from each contact point to each of the objects in the collision. I'm currently working on custom physical joints and they work smoothly and beautifully but for the fact I can't accurately account for collision forces immediately.

Are there any plans to expose this information? Even for tasks like calculating damage (which do okay using the current information) it would be more accurate and consistent.
Welcome to the PF. :smile:

Your post is a little hard for me to parse. What is "unity" in this context? Is it an object oriented game/physics engine programming language? Can you give some examples (diagrams/pictures and code) of the kinds of collisions you are asking about?
 
I'm curious about your use of the word "expose." This seems to imply that the information is known but hidden. In truth, most collisions are poorly described; they depend upon the minute details of the contacting surfaces, and every impact modifies that surface geometry to some extent so they cannot be exactly repeated.

What exactly are you asking for?
 
  • Like
Likes   Reactions: berkeman