Units of Measure
by Harold Hannon · in Torque X 2D · 10/15/2007 (12:50 pm) · 3 replies
I was curious, does anyone have documented the units of measure within the T2DPhysicsComponent. I'm specifically interested in the Mass, but the others would be nice as well. I did some tinkering with forces/velocities from my own classes, however it seems that my mass I am using is not in the same UOM as the one in toruex. If I use my classes exclusively and only update position x,y based on my calculations all is well. However, if I use my calculations and pass my mass and velocities (angular and lateral/long) then the object remains stationary. I have found that this is due to the mass being extremely large by me passing my value in it's raw amount (1500kg). It would be useful to know what the UOM's are for the values in the Physics Engine at play. I apologize if it's in some document already, but I scanned as much as I could over that last week and haven't seen it yet. Certainly there is no need to repost the data here if it exists, simply pointing me to the correct doc would be great. Thanks all.
#2
10/15/2007 (1:40 pm)
The unit of measure is arbitrary (you can call it kg if you want). I think the important question is what the default value is. It's 1. So putting 1500 in there is going to make things a lot more massive than default.
#3
10/15/2007 (1:57 pm)
Excellent, I'll have to define what "1" is for me and use the world units and make a custom conversion there as well. Good to know now, and that makes sense if 1 is the default to make something move in a sensible manner with wu/s then 1500 would be insane. Thanks to you both. I have some conversions to ponder about, I think I'll eyeball it and make it close to what it was on my physics alone, then I'll know about what Mass to set it to and get my conversion there. Mass should be linear enough of a a relationship to find the conversion value.
Torque Owner Thomas Buscaglia