string indicating the type of force, e.g. 'gravity'
the MassObject that the Force is applied to
the location on the body where the force is applied, in either body or world coordinates
whether the location is in body or world coords
a Vector giving the direction and magnitude of the Force, in either body or world coordinates
whether the direction is in body or world coords
Optional
opt_torque: numbertorque to change angular acceleration of body
Private
body_which body the force is applied to
gap between objects for contact force (optional info)
distance tolerance for contact force (optional info)
Private
directionwhether direction is in body or world coords
Private
direction_direction & magnitude of force, in body or world coords
Private
locationwhether location is in body or world coords
Private
location_where the force is applied, in body or world coords
Private
torque_torque to change angular acceleration of body
Static
IDCounter used for naming SimObjects.
The body to which this Force is applied.
The MassObject to which this force is applied
Returns a rectangle that contains this SimObject in world coordinates.
rectangle that contains this SimObject in world coordinates
Returns the expiration time, when this SimObject should be removed from the SimList. This is intended for temporary SimObjects that illustrate, for example, contact forces or collisions.
the expiration time, in time frame of the Simulation clock
Name of this SimObject, either the language-independent name for scripting purposes or the localized name for display to user.
The language-independent name should be the same as the English version but capitalized and with spaces and dashes replaced by underscore, see Util.toName, nameEquals.
The name should give an idea of the role of the SimObject in the simulation. This allows us to to treat an object in a special way depending on its name. For example, we might use the name to decide what type of DisplayObject to create to represent the SimObject.
Optional
opt_localized: booleantrue
means return the localized version of the name;
default is false
which means return the language independent name.
name of this SimObject
Whether this implements the MassObject interface.
Whether this implements the MassObject interface.
Whether this SimObject has the given name, adjusting for transformation to the language-independent form of the name, as is done by Util.toName.
the English or language-independent version of the name
whether this SimObject has the given name (adjusted to language-independent form)
Sets the expiration time, when this SimObject should be removed from the SimList. This is intended for temporary SimObjects that illustrate, for example, contact forces or collisions.
the expiration time, in time frame of the Simulation clock
Returns true if the given SimObject is similar to this SimObject for display purposes. SimObjects are similar when they are the same type and nearly the same size and location. Mainly used when showing forces - to avoid adding too many objects to the display. See SimList.getSimilar.
the SimObject to compare to
Optional
opt_tolerance: numberthe amount the object components can differ by
true if this SimObject is similar to obj
for display purposes
Returns a minimal string representation of this object, usually giving just identity information like the class name and name of the object.
For an object whose main purpose is to represent another Printable object, it is
recommended to include the result of calling toStringShort
on that other object.
For example, calling toStringShort()
on a DisplayShape might return something like
this:
DisplayShape{polygon:Polygon{'chain3'}}
a minimal string representation of this object.
Generated using TypeDoc
A Force acts on a given MassObject at a defined location and with a defined direction and magnitude.
The method getStartPoint gives the location in world coordinates where the Force is applied. The method getVector gives the direction and magnitude of the Force in world coordinates.
The location and direction can be passed to the constructor either in fixed world coordinates, or in relative body coordinates. When given in body coordinates, the location and/or direction are calculated relative to the body's current position. See CoordType.
In RigidBodySim the torque affects the angular acceleration like this:
TO DO: move contactDistance and distanceTol to a sub-class called ContactForce?