[ODE] dBodyGetTorque & dBodyGetForce confusion
Nguyen Binh
ngbinh at glassegg.com
Tue Jul 27 09:24:42 MST 2004
Hi Mark,
Look at the code:
const dReal * dBodyGetForce (dBodyID b)
{
dAASSERT (b);
return b->facc;
}
const dReal * dBodyGetTorque (dBodyID b)
{
dAASSERT (b);
return b->tacc;
}
You will see those functions just return body's temporary variable.
Those variables will be reset to 0 after each physical step. So the
main purpose of those function is shorthand in the internal code
(between the physical step). So to actually get the force and torque
applied to each body, use force feedback feature.
MR> Hello there,
MR> I've dug around through the mailing list archives but I couldn't find
MR> any definite answers.. So I figured I may as well post a message.
MR> I'm trying to use dBodyGetTorque and dBodyGetForce and it seems they
MR> _always_ return zero vectors, even when they're colliding and being
MR> spun around. Is there a specific spot in the simulation step that they
MR> must be used? Or am I just missing something?
MR> Thanks,
MR> Mark
MR> (ps. sorry if this is a double post, gmail is acting funky)
--
Best regards,
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Nguyen Binh
Software Engineer
Glass Egg Digital Media
E.Town Building
7th Floor, 364 CongHoa Street
Tan Binh District,
HoChiMinh City,
VietNam,
Phone : +84 8 8109018
Fax : +84 8 8109013
www.glassegg.com
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