Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Jan Stránský posted a new comment:
Yes, sorry, just ignore this part of my answer :-)
Jan
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Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Bokkisa Srinivas Vivek posted a new comment:
Dear Jan, thanks for your confirmation.
I think inertia of all the voxels are calculated w.r.t Global Coordinate
System (GCS) only. Using parallel axis theorem inerti
Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Status: Answered => Solved
Bokkisa Srinivas Vivek confirmed that the question is solved:
Thanks Robert Caulk, that solved my question.
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Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Robert Caulk proposed the following answer:
Thanks Bokkisa, I submitted the merge request for changing dv to m [1].
[1]https://gitlab.com/yade-dev/trunk/merge_requests/101
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Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Jan Stránský posted a new comment:
Hello,
good point, it looks like a mistake, definitely there should be m instead of
dv..
2 points:
- the term tends to zero as discretization tends to infinity
- at the moment
Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Status: Open => Answered
Robert Caulk proposed the following answer:
It looks like a mistake in the code. In fact, both terms were originally
multiplied by dv. I think this commit [1] was aiming to fix it bu
Question #680398 on Yade changed:
https://answers.launchpad.net/yade/+question/680398
Summary changed to:
Inertia Tensor for clumps with Intersecting Spheres
Description changed to:
Hello community,
I was going through the Source code- Clump.cpp
The inertia tensor at local level for the interse
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