On 27 April 2010 12:53, Bruno Chareyre <[email protected]> wrote:
> > Would not just be simply an initial velocity you assign, which might >> change once your body hits another one, isn't it? >> > In that case, you just assign an initial velocity (body.vel=.., no engine, > no blocked DOF). This is not what I call a "prescribed-something" body, just > the usual dynamic body with some initial conditions. > > We could ideally also define a coefficient of restitution, that would be >> equal to one if no dissipation occurs during the impact. Why do you think >> this is not understandable? >> > In my understanding, "restitution coefficient" results from > Newton+contactLaw, not from artificialy controling the displacement or > velocity. > > >> Also, kinetic energy of velocity/displacement controlled bodies >> should not count in the total kinetic energy, only >> prescribed-force bodies should. >> >> I cannot see why not.. >> > I was not reffering to bodies with an initial velocity, but bodies which > are not subjected to Newton's law. They had no kinetic energy to the system > since they are not dynamic (motion not modified by mass). > > > >> Chiara, did you try the blockedDOF trick? >> >> I try. I let you know. >> > Well, perhaps it was irrelevant. I still don't know what you are looking > for... > For initial velocities at least, blockedDOFs are useless. > You are right in all what you say, Bruno. In fact forcing displacements is not really the same as applying a force. I was only testing a contact law forcing displacements, but now I realize that the best way to check that is actually applying a force (constant or variable in time) or an initial velocity (in the way you suggest). ciao, Chiara > > Ciao. > > > Bruno > > > > _______________________________________________ > Mailing list: > https://launchpad.net/~yade-users<https://launchpad.net/%7Eyade-users> > Post to : [email protected] > Unsubscribe : > https://launchpad.net/~yade-users<https://launchpad.net/%7Eyade-users> > More help : https://help.launchpad.net/ListHelp >
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