A logic I found very efficient for this problem (perhaps already
possible in Yade?) is the one of PFC :
You can declare some DOF's fixed for velocities/spins (say, Vx is
declared fixed).
After that, if you set Vx=0, the body doesn't move. If you set
Vx=something, it will move at constant Vx.
If it not yet implemented, it would be a piece of cake to put this in
NewtonIntegrator, and we could get rid of engines (TranslationEngine is
a joke if you ask me, an engine just to move bodies at constant speed?).
Bruno
Václav Šmilauer a écrit :
Ok, thanks a lot. But how is it that with TranslationEngine doesn't
work? I mean it doesn't because we account for the displacement twice?
I am looking at the code right now but I cannot find out why..
TranslationEngine will work for dynamic bodies, as it only sets
velocity, nothing else. It will fail for non-dynamic bodies, as velocity
will not be integrated for them (JumpChangeSe3 does that, however).
BTW It is a good idea to use interpolating engine for cyclic loading and
such 1-1 particle tests, rather than ugly loops I had. You'd prescribe
points in time and values of displacement etc, and then the engine takes
care of the rest. I hope we find a way to make it a piece in Yade Lego.
Cheers, v.
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Bruno Chareyre
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Grenoble INP
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