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by Leadwerks » Thu May 21, 2009 10:08 pm
When angular damping is set to any number less than about 0.000039, behavior seems to revert back to the default (higher) damping value. Why is this?
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Leadwerks
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by Julio Jerez » Fri May 22, 2009 9:47 am
Are you saying that if you do this?
angularDamp (0, 0, 0)
inline void dgBody::SetAngularDamping (dgVector angularDamp)
then if you do this
GetAngularDamping (angularDamp) const
you get.
angularDamp (0.000039, 0.000039, 0.000039)
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Julio Jerez
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by Leadwerks » Fri May 22, 2009 5:24 pm
No. It still returns the correct value. I am saying that if I set angular damping to 0.0, a significant damping effect is seen. I tested this by setting the omega to (45*60,0,0) (in radians) and updating with a time step of 1/60.
1. Set angular damping.
2. Set omega to 45*60,0,0 (converted to radians)
2. NewtonUpdate(1/60)
3. Get the body matrix, and retrieve the rotation (converted to degrees):
When angular damping=0
resulting rotation is about = 35,0,0
When angular damping=0.001
resulting rotation is = 45,0,0
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Leadwerks
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by Julio Jerez » Fri May 22, 2009 5:57 pm
what could you possible have spinning 54 radian in one sixtiest of a secund.
and object like cannot be simulated at 60 fps, you will need maybe few tousand fps.
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Julio Jerez
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by Leadwerks » Mon May 25, 2009 12:11 pm
It shouldn't really matter, should it? I just set it to a number that was easy to test. That's actually degrees, and the routine converts it to radians. The point is below some number, the simulator treats the damping differently. I am guessing this is something like a default value that gets used if the damping is close to zero?
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Leadwerks
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