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KinematicPositionBased velocity is not available after a position change #202

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Kerollmops opened this issue Mar 1, 2022 · 2 comments
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bug Something isn't working need-reproducer Not yet clear how to reproduce the problem

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@Kerollmops
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I am not sure if it is relevant in any way but the velocity of a KinematicPositionBased rigid body is told to be calculated automatically by the physics engine but it is not available to the user. I am not sure if the velocity should even be propagated at the heron/bevy level.

If the transform is updated, then a velocity will be automatically calculated, producing realistic interaction with other bodies.

@Kerollmops Kerollmops changed the title KinematicPositionBased Velocity is not available after a position change KinematicPositionBased velocity is not available after a position change Mar 1, 2022
@jcornaz
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jcornaz commented Mar 6, 2022

Hi,

Yes, the velocity should be calculated by the engine. You should be able to read that velocity if you want to.

Are you saying it doesn't work, and the velocity is not calculated by the engine?

I am not sure if the velocity should even be propagated at the heron/bevy level.

The Velocity component should be updated to reflect the velocity of the component if that's what you mean.

@jcornaz jcornaz added the bug Something isn't working label Mar 6, 2022
@jcornaz
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jcornaz commented Mar 6, 2022

@Kerollmops would you mind sharing how to reproduce the behavior you observed?

@jcornaz jcornaz added the need-reproducer Not yet clear how to reproduce the problem label Mar 6, 2022
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