Specifies the calculation done by ContactSim to determine the extra acceleration added to eliminate small amount of residual velocity at a contact. This is part of the process of finding the force needed at the contact.

If no extra acceleration is added, then objects will jiggle around when they should be at rest because contact forces are calculated only to eliminate acceleration at contact points, not velocity. The objects keep moving because of the slight residual velocity that exists when the contact is first detected. Eventually this residual velocity results in a low-velocity collision or a loss of contact.

See GenericObserver for a way to observe the effects of the various ExtraAccel settings by coloring the display of contact forces based on the gap distance at each contact.

More information:

Enumeration Members

NONE: "none"

No extra acceleration.

VELOCITY: "velocity"

Extra acceleration is applied to reduce the velocity at the contact to zero. A contact that is getting closer will get slightly more force applied to it; a contact that is separating will get slightly less force applied to it. The velocity is brought to zero fairly rapidly, over a few time steps. The final contact distance can be anywhere within the range of the distance tolerance.

VELOCITY_AND_DISTANCE: "velocity_and_distance"

Extra acceleration is applied to reduce the velocity at the contact to zero, and also to to bring the contact distance to be at the target gap distance.

VELOCITY_AND_DISTANCE_JOINTS: "velocity_and_distance_joints"

Same as VELOCITY_AND_DISTANCE but also applies the extra acceleration to Joints

VELOCITY_JOINTS: "velocity_joints"

Same as VELOCITY but also applies the extra acceleration to Joints

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