How to add custom 2D physics interactions between two rigidbodies?

JoelJoel Posts: 1Member
in 2D

What I need

Some way to write a custom 2D physics interactions between two rigidbodies such as a custom Joint2D or an extension to PhysicsServer2D.

I think extending PhysicsServer2D to include a custom function that handles the interaction maybe the way to go (as this seems to be where the joint2D code is) but I'm not really sure how to extend this nor how to make Godot use the extended version.
Most of the resources I have found just say use integrate_forces (not powerful enough for this) or us Physics Servers but they don't say how to use the physics server.


My Goal

To have two rigidbodies 'tied together' such that when they get to far apart their velocities synchronise preventing them getting further away from each other (as if there was a rope between them).

Solutions that do not apply

  • Using many rigid-bodies pin joined together to simulate a rope. This would be a very inefficient solution introducing a lot of new rigidbodies unnecessarily.
  • Solutions for KinematicBodies, these do not apply as I am building a physics based game. I may fallback on KinematicBodies but it would require me to rewrite a lot of physics code which I would prefer not to do unless it is my only option.

Solutions I have already tried

  • Using a DampenedSpringJoint2D, this join does both compression and stretching forces whereas only stretching forces are needed, the spring also just bounces back instead of synchronising.
  • Using a GrooveJoint2D, this does not allow for movement outside of the axis and does not enforce a maximum length properly.
  • Custom _integrate_forces on both bodies. This is very close to working, it works if one body is static however, as I cannot access the physics state of both objects the objects cannot be synchronised as each object is working with an outdated information from the other object.

Tags :


  • vinpogovinpogo Posts: 26Member

    just an idea i would try out.

    Assumption made:
    One of the rigidbodies is controlled (== first) and the other (== second) follows, otherwise you wouldnt know which rigidBody needs to syncronize.

    • have the common parent check wether the distance is above your threshhold
    • when it exceeds the threshhold, get the linear_velocity from the first rigidBody and pass it down to the second one. If the distance is below, then pass down null.
    • in the integrate_forces of your second body then read the set variable and set your linear_velocity if it is not null

    I think this should work fine. Let me know

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