Physics Constraints (bge.constraints)#

Bullet Physics provides collision detection and rigid body dynamics for the Blender Game Engine.

Features:

  • Vehicle simulation.

  • Rigid body constraints: hinge and point to point (ball socket).

  • Access to internal physics settings, like deactivation time, and debugging features

Note

Note about parameter settings

Since this API is not well documented, it can be unclear what kind of values to use for setting parameters. In general, damping settings should be in the range of 0 to 1 and stiffness settings should not be much higher than about 10.

Examples#

See also

For more examples of Bullet physics and how to use them see the pybullet forum.

Example of how to create a hinge Physics Constraint between two objects.

"""
Basic Physics Constraint
++++++++++++++++++++++++
Example of how to create a hinge Physics Constraint between two objects.
"""
from bge import logic
from bge import constraints

# get object list
objects = logic.getCurrentScene().objects

# get object named Object1 and Object 2
object_1 = objects["Object1"]
object_2 = objects["Object2"]

# want to use Edge constraint type
constraint_type = 2

# get Object1 and Object2 physics IDs
physics_id_1 = object_1.getPhysicsId()
physics_id_2 = object_2.getPhysicsId()

# use bottom right edge of Object1 for hinge position
edge_position_x = 1.0
edge_position_y = 0.0
edge_position_z = -1.0

# rotate the pivot z axis about 90 degrees
edge_angle_x = 0.0
edge_angle_y = 0.0
edge_angle_z = 90.0

# create an edge constraint
constraints.createConstraint(physics_id_1, physics_id_2,
                             constraint_type,
                             edge_position_x, edge_position_y, edge_position_z,
                             edge_angle_x, edge_angle_y, edge_angle_z)

Functions#

bge.constraints.createConstraint(physicsid_1, physicsid_2, constraint_type, pivot_x=0.0, pivot_y=0.0, pivot_z=0.0, axis_x=0.0, axis_y=0.0, axis_z=0.0, flag=0)#

Creates a constraint.

Parameters:
  • physicsid_1 (int) – The physics id of the first object in constraint.

  • physicsid_2 (int) – The physics id of the second object in constraint.

  • constraint_type (int) – The type of the constraint, see Create Constraint Constants.

  • pivot_x (float) – Pivot X position. (optional)

  • pivot_y (float) – Pivot Y position. (optional)

  • pivot_z (float) – Pivot Z position. (optional)

  • axis_x (float) – X axis angle in degrees. (optional)

  • axis_y (float) – Y axis angle in degrees. (optional)

  • axis_z (float) – Z axis angle in degrees. (optional)

  • flag (int) – 128 to disable collision between linked bodies. (optional)

Returns:

A constraint wrapper.

Return type:

KX_ConstraintWrapper

bge.constraints.createVehicle(physicsid)#

Creates a vehicle constraint.

Parameters:

physicsid (int) – The physics id of the chassis object in constraint.

Returns:

A vehicle constraint wrapper.

Return type:

KX_VehicleWrapper

bge.constraints.exportBulletFile(filename)#

Exports a file representing the dynamics world (usually using .bullet extension).

See Bullet binary serialization.

Parameters:

filename (str) – File path.

bge.constraints.getAppliedImpulse(constraintId)#
Parameters:

constraintId (int) – The id of the constraint.

Returns:

The most recent applied impulse.

Return type:

float

bge.constraints.getVehicleConstraint(constraintId)#
Parameters:

constraintId (int) – The id of the vehicle constraint.

Returns:

A vehicle constraint object.

Return type:

KX_VehicleWrapper

bge.constraints.getCharacter(gameobj)#
Parameters:

gameobj (KX_GameObject) – The game object with the character physics.

Returns:

Character wrapper.

Return type:

KX_CharacterWrapper

bge.constraints.removeConstraint(constraintId)#

Removes a constraint.

Parameters:

constraintId (int) – The id of the constraint to be removed.

bge.constraints.setCcdMode(ccdMode)#

Note

Very experimental, not recommended

Sets the CCD (Continous Colision Detection) mode in the Physics Environment.

Parameters:

ccdMode (int) – The new CCD mode.

bge.constraints.setContactBreakingTreshold(breakingTreshold)#

Note

Reasonable default is 0.02 (if units are meters)

Sets tresholds to do with contact point management.

Parameters:

breakingTreshold (float) – The new contact breaking treshold.

bge.constraints.setDeactivationAngularTreshold(angularTreshold)#

Sets the angular velocity treshold.

Parameters:

angularTreshold (float) – New deactivation angular treshold.

bge.constraints.setDeactivationLinearTreshold(linearTreshold)#

Sets the linear velocity treshold.

Parameters:

linearTreshold (float) – New deactivation linear treshold.

bge.constraints.setDeactivationTime(time)#

Sets the time after which a resting rigidbody gets deactived.

Parameters:

time (float) – The deactivation time.

bge.constraints.setDebugMode(mode)#

Sets the debug mode.

Parameters:

mode (int) – The new debug mode, see Debug Mode Constants.

bge.constraints.setGravity(x, y, z)#

Sets the gravity force.

Parameters:
  • x (float) – Gravity X force.

  • y (float) – Gravity Y force.

  • z (float) – Gravity Z force.

bge.constraints.setLinearAirDamping(damping)#

Note

Not implemented

Sets the linear air damping for rigidbodies.

bge.constraints.setNumIterations(numiter)#

Sets the number of iterations for an iterative constraint solver.

Parameters:

numiter (int) – New number of iterations.

bge.constraints.setNumTimeSubSteps(numsubstep)#

Sets the number of substeps for each physics proceed. Tradeoff quality for performance.

Parameters:

numsubstep (int) – New number of substeps.

bge.constraints.setSolverDamping(damping)#

Note

Very experimental, not recommended

Sets the damper constant of a penalty based solver.

Parameters:

damping (float) – New damping for the solver.

bge.constraints.setSolverTau(tau)#

Note

Very experimental, not recommended

Sets the spring constant of a penalty based solver.

Parameters:

tau (float) – New tau for the solver.

bge.constraints.setSolverType(solverType)#

Note

Very experimental, not recommended

Sets the solver type.

Parameters:

solverType (int) – The new type of the solver.

bge.constraints.setSorConstant(sor)#

Note

Very experimental, not recommended

Sets the successive overrelaxation constant.

Parameters:

sor (float) – New sor value.

bge.constraints.setUseEpa(epa)#

Note

Not implemented

Constants#

bge.constraints.error#

Symbolic constant string that indicates error.

Type:

str

Debug Mode Constants#

Debug mode to be used with setDebugMode().

bge.constraints.DBG_NODEBUG#

No debug.

Value:

0

bge.constraints.DBG_DRAWWIREFRAME#

Draw wireframe in debug.

Value:

1

bge.constraints.DBG_DRAWAABB#

Draw Axis Aligned Bounding Box in debug.

Value:

2

bge.constraints.DBG_DRAWFREATURESTEXT#

Draw features text in debug.

Value:

4

bge.constraints.DBG_DRAWCONTACTPOINTS#

Draw contact points in debug.

Value:

8

bge.constraints.DBG_NOHELPTEXT#

Debug without help text.

Value:

32

bge.constraints.DBG_DRAWTEXT#

Draw text in debug.

Value:

64

bge.constraints.DBG_PROFILETIMINGS#

Draw profile timings in debug.

Value:

128

bge.constraints.DBG_ENABLESATCOMPARISION#

Enable sat comparision in debug.

Value:

256

bge.constraints.DBG_DISABLEBULLETLCP#

Disable Bullet LCP.

Value:

512

bge.constraints.DBG_ENABLECCD#

Enable Continous Collision Detection in debug.

Value:

1024

bge.constraints.DBG_DRAWCONSTRAINTS#

Draw constraints in debug.

Value:

2048

bge.constraints.DBG_DRAWCONSTRAINTLIMITS#

Draw constraint limits in debug.

Value:

4096

bge.constraints.DBG_FASTWIREFRAME#

Draw a fast wireframe in debug.

Value:

8192

Create Constraint Constants#

Constraint type to be used with createConstraint().

bge.constraints.POINTTOPOINT_CONSTRAINT#
Value:

1

bge.constraints.LINEHINGE_CONSTRAINT#
Value:

2

bge.constraints.ANGULAR_CONSTRAINT#
Value:

3

bge.constraints.CONETWIST_CONSTRAINT#
Value:

4

bge.constraints.VEHICLE_CONSTRAINT#
Value:

11

bge.constraints.GENERIC_6DOF_CONSTRAINT#
Value:

12