Hi all, according to this link:
https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Joints.html#drives
,the drive will apply a force (that here should be torque
for precision) to make a joint reach targetPosition
with targetVelocity
.
Since I understand that impulse
technically means torque
value multiplied by time, in order to exert a torque
per tick, I would need to calculate it from the impulse
upon the tick interval. I have some questions regarding this:
(1) Could this calculated force be directly applied as Angular Impulse or Torque in this function: FBodyInstance::AddAngularImpulseInRadians
and FBodyInstance::AddTorqueInRadians
?
(2) Do I also have to multiply the torque/impulse with the body mass?
(3) The note The drive model may also be configured to generate a proportional acceleration instead of a force, factoring in the masses of the actors to which the joint is attached. has the same meaning with the second parameter (bVelChange
), in which no matter what mass is, it would yield the same acceleration (velocity change)?
Please correct my understanding if it is wrong and if you know the answers, please help!
Thank you!