Comments (5)
Isn't this covered by the distance constraint? See the Web example.
Original comment by [email protected]
on 5 Dec 2009 at 8:01
from box2d.
Ah, yes it is. I was aware of the example, but it wasn't clear to me that it
was a
hooke spring, without the familiar k,d terms, particularly when frequencyHz is
described as the "response speed", not the frequency of free oscillation, and
the
distance joint docs don't mention this capability. Could you consider amending
the
docs a bit. Perhaps add a getter/setter in terms of k as well as frequency.
Original comment by [email protected]
on 6 Dec 2009 at 11:06
from box2d.
I will improve the documentation.
k and frequency are related by the effective mass, which isn't known until the
joint is simulated.
Also, my experience is that it is much more intuitive to tune game entities
with frequency rather than
some stiffness coefficient. The user generally has no idea about the effective
mass.
I implemented setter/getters for the frequency and damping ratio.
I'd rather not implement a pure spring/damper connection because these can
easily blow-up, even with a
symplectic integrator. The distance joint is using a soft constraint that has
greatly improved
stability.
Original comment by [email protected]
on 7 Dec 2009 at 8:30
from box2d.
I added documentation for the soft distance joint.
Original comment by [email protected]
on 3 Apr 2010 at 5:34
- Changed state: Fixed
from box2d.
Maybe the frequency is equal to 1/2π*(K/m)^0.5
Original comment by [email protected]
on 26 Jul 2013 at 7:48
from box2d.
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