Trouble getting raycast to affect rigidbody

So I have a raycast from my projectile. I’m trying to get the raycast to applyimpulse to any rigidbody it hits.

This is in my main file.

        PhysicsWorld* physicsWorld_ = scene_->GetComponent<PhysicsWorld>();
	PhysicsRaycastResult result;
	Vector3 pos(boxNode->GetWorldPosition());
	Ray ray(pos, boxNode->GetWorldDirection());  // the given vector is the direction
	physicsWorld_->RaycastSingle(result, ray, 40.0f, 0);
	if (result.distance_ <= 40)
	{
	       projectile->impact(result, ray);

	}

This is in my projectile class.

void impact(PhysicsRaycastResult result, Ray ray)
	{
		RigidBody* resultBody{ result.body_ };

		if (resultBody) 
		{

			Node* resultNode{ resultBody->GetNode() };
			resultBody->ApplyForce(Vector3(5.0f,5.0f,5.0f),
			resultNode->WorldToLocal(result.position_));
			URHO3D_LOGDEBUG("FIRED");
		}
	}

@Modanung helped me with some of the snippet. I see that the event does trigger in the console, but nothing happens to any rigidbody that the projectile hits.

I think the force might be a little low. Try it with ApplyImpulse instead of ApplyForce and ray.direction_ * 9000.0f instead of the “Vector3::ONE * 5.0f”.

ApplyForce is meant to be used during the FixedUpdate event, together with a timestep.

I used ApplyForce just for testing. I have it as ApplyImpulse. I’ll try what you said.

What I got it working now. I believe the problem was two things. One like @Modanung said the Impulse may have been a small amount. Also I went to check the collision layers and it was suppose to be one not two.

Updated Code:

	void impact(PhysicsRaycastResult result, Ray ray)
	{
		RigidBody* resultBody{ result.body_ };

		if (resultBody) 
		{

			Node* resultNode{ resultBody->GetNode() };
			resultBody->ApplyImpulse(Vector3(500.0f,500.0f,500.0f),ray.direction_ * 9000.0f);
			URHO3D_LOGDEBUG("FIRED");
		}
	}

Be sure you use the function correctly.

/// Apply impulse at local position.
void ApplyImpulse(const Vector3& impulse, const Vector3& position);
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