Andy Gilbert Posted December 15, 2009 Share Posted December 15, 2009 Just wondering if LE has any nice commands for calculating the torque generated by acting forces? Thanks Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
TylerH Posted December 15, 2009 Share Posted December 15, 2009 I think GetBodyTorque? Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Andy Gilbert Posted December 15, 2009 Author Share Posted December 15, 2009 Hi tyler, Cant find that in the wiki? Only: 4.4 Check state (Get...) 4.4.1 GetBodyVelocity 4.4.2 GetBodyOmega <---- ??? 4.4.3 GetBodyMass Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Canardia Posted December 15, 2009 Share Posted December 15, 2009 GetBodyOmega() should be called actually GetBodyTorque(). The term Omega makes really no sense here, as it's only the angle of the force perpendicular to the radius at where the force is applied from the center of the pivot, which should always result in sin(Omega)=1.0. Torque = Tau = r * F * sin(Omega). However, using angles in mathematics and physics is obsolete, and you should use vectors only: Torque = Tau = rvec x Fvec 1 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Andy Gilbert Posted December 15, 2009 Author Share Posted December 15, 2009 Yeh thats why i marked it with a ?? as i thought it was but was confused with its name. Ok, so ill use that. Cheers Mika. Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
TylerH Posted December 15, 2009 Share Posted December 15, 2009 Lumooja has the right point here. I knew of GetBodyOmega, which is just angular velocity. GetBodyTorque should be implemented such as he said. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2009 Share Posted December 15, 2009 A get force or get torque command would only return the force that has been applied by the user since the previous physics update. It does not correspond to velocity or omega (angular velocity). Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted December 15, 2009 Share Posted December 15, 2009 Well, it's as simple as renaming the GetBodyOmega() to GetBodyAngularVelocity(). Currently it returns the angular velocity anyway (a Vec3), and not the Omega (which is the "1/cos(tan(wrong direction of the force))" or whatever the anti-sin(Omega) is), also a Vec3). Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2009 Share Posted December 15, 2009 Angular velocity is commonly referred to as omega: http://en.wikipedia....ngular_velocity Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted December 15, 2009 Share Posted December 15, 2009 I see. It seems physicians are using the same name (Omega) for two different things. In velocity formulas it seems to be used for the angular speed, but in torque formulas it's used as angle of the force (or like I like to say: "1-wrongness of the direction of the force"): http://en.wikipedia.org/wiki/Torque Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted December 15, 2009 Share Posted December 15, 2009 Physicists, not physicians. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted December 15, 2009 Share Posted December 15, 2009 Oh, american/british english strikes again In international english it is related to physics, like magician is related to magic, canardian is related to canards, or norwegian is related to norway. Both the role of the physician and the meaning of the word itself vary significantly around the world. In international english, we call those who (often unsuccesfully) experiment with human bodies, doctors. They use doctrines based on mutual feelings and mutual information, without actually knowing how the human body or its DNA works. It's like a computer programmer who has no clue what processors, bits and bytes are, and just copy pastes code since it worked for someone else in a similar situation Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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