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Question by Undume · Jun 02, 2016 at 04:02 PM · physicsrigidbodyforcefriction

Calculating required force for pushing a body to a desired position at once

Hi!

In a 3D world I simulate that a coin is being pushed over a plane (applying a force in his rigidbody where y-axis = 0) using a top-down view.

Some time ago but using Box2D, I was able to calculate the amount of force required to stop the coin in a desired position with just one push.

Box2d-js

 var fps=60;
 var groundFriction = 0.01;
 var force= new Box2D.Common.Math.b2Vec2(distance.x*coin.box2dBody.GetMass()*fps*(groundFriction*fps),distance.y*coin.box2dBody.GetMass()*fps*(groundFriction*fps));
 coin.box2dBody.ApplyForce( force, coin.box2dBody.GetWorldCenter(), true );

In order to simulate the friction, during the update, I substracted the groundFriction(0.01) to the linearvelocity of the objects in movement in every frame.

Now using Unity with a more complex physics engine I cant replicate the same.

Unity3d

 Vector3 posFinal = transform.position + direction * distFinal;
 Vector3 distanceVecFinal = posFinal - transform.position;
 float fps= 1/Time.fixedDeltaTime //50 fps
 Vector3 force = new Vector3(distanceVecFinal.x  * myBody.mass * fps, 0, distanceVecFinal.z  *    myBody.mass * fps);
 myBody.AddForce(force);

I think that in the final formula I should add the friction of the objects, but I am not sure how to do it. Maybe this is not the only thing that I should change.

I need help pls!

tl&dr Calculate the required force for making move an object to a desired position in a plane with just one push.

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avatar image Soos621 · Jun 02, 2016 at 04:15 PM 0
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You should just assign physics materials to both the plane and the coin that will cause heavy friction ( I would start with using multiply) then you can just increase the drag on the rigidbody to simulate a slide to stop motion

avatar image Undume Soos621 · Jun 03, 2016 at 08:12 AM 0
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Actually I have friction between the objects, I need to know the required force for the push.

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