It works like this:
* forces are accumulated by the user through dBodyAddForce. Those are
the "external forces".
* you call dWorldQuickStep or dWorldStep.
* gravity is also accumulated as an external force
* the solver computes the joint forces so the body movements satisfy the
constraints. Each joint with a dJointFeedback set will store this
constraint force on the feedback.
* the accumulated forces are zeroed.
* the step function returns.
So you can only know the force applied by the contact joints through
joint feedbacks. That, or use the change of velocity of the bodies
multiplied by their mass to estimate the impulse, and divide it by the
timestep size to estimate the force.
--
Daniel K. O.
dGetLinearVel() function returns zero when an object is under the
influence of gravity
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Right now I'm under the influence of gravity, and my linear velocity is
zero. ;-)
The question is, if the object is free-falling, did you step the world
at all?
--
Daniel K. O.