RotationalVelocityEquation Class
Syncs rotational velocity of two bodies, or sets a relative velocity (motor).
Item Index
Methods
Methods
addToWlambda
        - 
                        
deltalambda 
Add constraint velocity to the bodies.
Parameters:
- 
                        
deltalambdaNumber 
computeB
        ()
        
            Number
        
    
    Computes the RHS of the SPOOK equation
Returns:
computeGiMf
        ()
        
            Number
        
    
    Computes Ginv(M)f, where M is the mass matrix with diagonal blocks for each body, and f are the forces on the bodies.
Returns:
computeGiMGt
        ()
        
            Number
        
    
    Computes Ginv(M)G'
Returns:
computeGq
        ()
        
            Number
        
    
    Computes G*q, where q are the generalized body coordinates
Returns:
computeGW
        ()
        
            Number
        
    
    Computes G*W, where W are the body velocities
Returns:
computeGWlambda
        ()
        
            Number
        
    
    Computes G*Wlambda, where W are the body velocities
Returns:
computeInvC
        - 
                        
eps 
Compute the denominator part of the SPOOK equation: C = Ginv(M)G' + eps
Parameters:
- 
                        
epsNumber 
Returns:
gmult
        ()
        
            Number
        
    
    Multiply a jacobian entry with corresponding positions or velocities
Returns:
update
        ()
    
    Compute SPOOK parameters .a, .b and .epsilon according to the current parameters. See equations 9, 10 and 11 in the SPOOK notes.
Properties
enabled
                        Boolean
                    
                    
                    
                    
                    
                        
                    
                        Whether this equation is enabled or not. If true, it will be added to the solver.
G
                        Array
                    
                    
                    
                    
                    
                        
                    
                        The Jacobian entry of this equation. 6 numbers, 3 per body (x,y,angle).
maxForce
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Max force to apply when solving.
minForce
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Minimum force to apply when solving.
multiplier
                        Number
                    
                    
                    
                    
                    
                        
                    
                        The resulting constraint multiplier from the last solve. This is mostly equivalent to the force produced by the constraint.
needsUpdate
                        Boolean
                    
                    
                    
                    
                    
                        
                    
                        Indicates if stiffness or relaxation was changed.
relativeVelocity
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Relative velocity.
relaxation
                        Number
                    
                    
                    
                    
                    
                        
                    
                        The number of time steps needed to stabilize the constraint equation. Typically between 3 and 5 time steps.
stiffness
                        Number
                    
                    
                    
                    
                    
                        
                    
                        The stiffness of this equation. Typically chosen to a large number (~1e7), but can be chosen somewhat freely to get a stable simulation.
