Ok, thanks, Bruno, I will have a look. Anton
On Fri, Jan 14, 2011 at 10:08 AM, Bruno Chareyre <[email protected]> wrote: > Hi, > > After a quick look at rotation engine, one suggestion. > Better precision would be obtained by defining "secant" velocity instead > of "tangent". > (1) Currently ("tangent") : vel = spin.cross(l), then vel*dt is only > approximating the exact circular trajectory (if vel*dt is large, then > the object will go away from rotation axis. > (2) It could be something like ("secant") : vel = > (rotatedPos-currentPos)/dt = (q*(pos-axisPt)-pos)/dt > Then the integration would be exact and pos-axisPt length would be constant. > > q is computed at KinematicEngines.cpp:90 but not used currently. > > Bruno > > > _______________________________________________ > Mailing list: https://launchpad.net/~yade-dev > Post to : [email protected] > Unsubscribe : https://launchpad.net/~yade-dev > More help : https://help.launchpad.net/ListHelp > _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

