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'torque' divided by 'inertia' twice? #64
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This may depend on your particular setup. Can you provide a jsfiddle please? |
http://jsfiddle.net/wafo2qga/1/ |
It looks like you're only applying a (small) force for a single frame? But actually, what you probably need to use is |
No.. You didn't get my point.
A 'small' force let the box jump so high without any rotation. Isn't it abnormal? |
I do get your point, it does seem a little strange that there's no rotation given the change in linear velocity. So there may be an issue with angular force application. I'll investigate further, thanks. |
I ran into this issue today too. Fix seems to be to remove Based on my rather limited understanding, this makes sense based on the physics because the torque isn't proportional to inertia, however the angular momentum that results from it is. |
Wow, I was having so much trouble getting things working, I thought it was because I didn't understand what was going on, but turned out by removing * body.inverseInertia everything makes sense now ! Is the bug still here? Or is it just me? |
Fixed in the latest master build, thanks guys. |
See /src/body/Body.js:433
and /src/body/Body.js:433
(After I called applyForce, body doesn't rotate until I changed the position to {x:0,y:250000}.)
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