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trusktr
trusktr commented Feb 10, 2019

I see the "Welcome" doc page mentions "component system", but it is very vague. Can you describe what are all the reasons that I'd want to use Whitestorm over plain Three.js, f.e. what are all the things I get that Three.js does no offer, so that I can better understand?

Thanks!

RichardGale
RichardGale commented Apr 12, 2020

from World.js

/**

  • Add a spring to the simulation
  • @method addSpring
  • @param {Spring} spring
    */
    World.prototype.addSpring = function(spring){
    this.springs.push(spring);
    var evt = this.addSpringEvent;
    evt.spring = spring;
    this.emit(evt);
    evt.spring = null;
    };

/**

  • Remove a spring
  • @method removeSpring
  • @param {Spring} spring
    */
    World.p
simonvanderveldt
simonvanderveldt commented Mar 12, 2020

Ninja gets built even when it's already installed, this should not happen, meson should use the already available (in this case system installed) ninja

~/s/t/SU2:master ◼ ❯ ninja --version
1.8.2
~/s/t/SU2:master ◼ ❯ which ninja
/usr/bin/ninja
~/s/t/SU2:master ❯ ./meson.py build
Initialize submodule /home/simon/src/tmp/SU2/externals/codi using git ... 
Submodule 'externals/codi' (http
bug
Anton-Le
Anton-Le commented Mar 4, 2020

Currently the output at runtime produces, for instance, the following:

PIConGPUVerbose PHYSICS(1) | Courant c*dt <= 1.66765 ? 1
PIConGPUVerbose PHYSICS(1) | species e: omega_p * dt <= 0.1 ? 3.56797e-08

The way the output is formatted I interpret it as a "question to the code", i.e., "Is c*dt <= ?" To which a natural answer would be "Yes/No" or "True/False" and not

sofa
Camille-K
Camille-K commented Apr 29, 2019

Hello,

There seem to be an issue in template recognition when creating mappings involving Rigid3d DoFs.

Namely, when creating a BarycentricMapping or a BeamLinearMapping between a mechanical model and a collision model of connected beam elements, I receive the following error messages:

`[ERROR] [InfoComponent(Not created (BarycentricMapping))] Object type BarycentricMapping<Vec3d,Rigid3

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