vel=(P_axis-Pos).cross(spin*axis)
rotVel=spin*axis
I thought the point was that the integrator would do it for you (which
it can, for translation). Of course this is what RotationEngine does.
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Pos
> Eh? This exactly will not work: NewtonIntegrator.cpp:109 says
> if(!b->isDynamic()) continue;
I know, but I have this line commented here, and you will remove that in
minutes in trunk,
right? :-)
> For removing RotationEngine -- every time I used it it was to rotate a
> particle along an axis
In many cases (perhaps not yours) the simpler way is to prescribe velocity on
non-dynamic
bodies. That way, you don't need engines, and you are sure you are not breaking
any of the
constitutive laws.
Eh? This exactly will not work: NewtonIntegrator.cpp:109 says
if(!b->isDynamic()) continue;
Hi Jan,
In many cases (perhaps not yours) the simpler way is to prescribe velocity on
non-dynamic
bodies. That way, you don't need engines, and you are sure you are not breaking
any of the
constitutive laws.
Say, you want the position of body "i" to be Xi=a.sin(wt), then you assign
O.bodies[i].s
I mean just for now.
Ah, sorry. But I plan to do those changes in next few hours/days. v.
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More help :
I mean just for now.
Anton
On Fri, Nov 19, 2010 at 12:15 PM, Anton Gladky wrote:
> What if if do so in Translation/Rotation engines?:
>
> if (!b->isDynamic())b->state->pos+=dt*velocity;
>
> Anton
>
>
>
> 2010/11/19 Václav Šmilauer
>
> OK, after some thinking and skyping w/ Chiara:
>>
>> I
What if if do so in Translation/Rotation engines?:
if (!b->isDynamic())b->state->pos+=dt*velocity;
Anton
2010/11/19 Václav Šmilauer
> OK, after some thinking and skyping w/ Chiara:
>
> I will remove displacements and rotations in ForceContainer, and replace
> them by one-time velocity an
OK, after some thinking and skyping w/ Chiara:
I will remove displacements and rotations in ForceContainer, and replace
them by one-time velocity and angularVelocity: they will be added to
state->vel and state->angVel in NewtonIntegrator, but reset by
ForceResetter; and they can accumulate, ju
is it possible to combine more engines prescribing movement? for example (I
know there is HelixEngine implemented, but suppose for a while it is not :-) if
I want to combine translation and rotation to create a helix, can I somehow
combine them, or for every such combination would I need to i
implementing InterpolatingImperfectHelixEngine, I
wanted to know, if there is some easier way :-)
Thanks
Jan
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> Od: "Anton Gladky"
> Komu: yade-users@lists.launchpad.net
> Datum: 19.11.2010 10:45
> Předmět: Re:
Hi, Jan!
Yesterday I created one more "motion" engine. I did not find a better
solution for my task.
I think we should unite in one file Translation and Rotation Engines, as
they do almost the same task.
What do you think? (Vaclav?)
Thanks.
Anton
2010/11/19 Jan Stránský <_hon...@centrum.cz>
Hello,
is it possible to combine more engines prescribing movement? for example (I
know there is HelixEngine implemented, but suppose for a while it is not :-) if
I want to combine translation and rotation to create a helix, can I somehow
combine them, or for every such combination would I nee
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