getNodeForceVector
Definition
-- @/=[C]:-1
function getNodeForceVector(...)
Callers
@/lua/vehicle/bdebugImpl.lua
local node = v.data.nodes[i]
local frc = obj:getNodeForceVector(node.cid)
local frc_length = frc:length()
local node = v.data.nodes[i]
local frc = obj:getNodeForceVector(node.cid)
local frc_length = frc:length()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
{name = "Relative Speed", enabled = im.BoolPtr(false), units = "m/s", color = rainbowColor(8, 4, 1), data = function(id) return (vEditor.vehicle:getVelocity() - vEditor.vehicle:getNodeVelocity(id)):length() end, plotData = {}},
{name = "Force", enabled = im.BoolPtr(false), units = "N", color = rainbowColor(8, 5, 1), data = function(id) getVELuaNodeData(id, "force", "obj:getNodeForceVector(" .. id .. "):length()") return M.nodeDataFromVELua[id].force end, plotData = {}}
}
@/lua/vehicle/controller/tech/advancedIMU.lua
local m1, m2, m3 = obj:getNodeMass(state.node1Idx), obj:getNodeMass(state.node2Idx), obj:getNodeMass(state.node3Idx) -- Node masses.
a1:setScaled2(obj:getNodeForceVector(state.node1Idx), 1.0 / m1) -- Compute acceleration at each node, using Newton II [a := F / m].
a2:setScaled2(obj:getNodeForceVector(state.node2Idx), 1.0 / m2)
a1:setScaled2(obj:getNodeForceVector(state.node1Idx), 1.0 / m1) -- Compute acceleration at each node, using Newton II [a := F / m].
a2:setScaled2(obj:getNodeForceVector(state.node2Idx), 1.0 / m2)
a3:setScaled2(obj:getNodeForceVector(state.node3Idx), 1.0 / m3)
a2:setScaled2(obj:getNodeForceVector(state.node2Idx), 1.0 / m2)
a3:setScaled2(obj:getNodeForceVector(state.node3Idx), 1.0 / m3)
v1:set(obj:getNodeVelocityVector(state.node1Idx)) -- Velocity vectors at each node.
@/lua/vehicle/extensions/tech/wheelForces.lua
--print("wheellogger physics step")
--obj:getNodeForceVector()
for _, data in ipairs(wheelData) do
for _, tNode in ipairs(data.treadNodes) do
local forceVector = obj:getNodeForceVector(tNode):normalized()
tmpVectorSum = tmpVectorSum + forceVector
@/lua/vehicle/controller/tech/mesh.lua
pos = obj:getNodePosition(i)
force = obj:getNodeForceVector(i)
vel = obj:getNodeVelocityVector(i)