Reputation: 23
In the simulation physics engine, it is necessary to calculate the reaction of two objects after they collide. As far as I know, there are two methods of calculating contact force: impulse method and penalty force.
Most mainstream engines use pulse to solve. At present, I find that game engines such as ODE and Bullet and robot simulations such as Mujoco and Drake use pulse. However, ADAMS and Simbody use the spring-damped contact model to calculate the penalty force. What is the difference between these two methods, and what are their advantages and disadvantages?
The impulse is to calculate the contact force based on the impulse (mass multiplied by velocity) of the object at the velocity level, and update the state at the velocity
The penalty force is to directly calculate the contact force using Coulomb's law (spring stiffness multiplied by the intrusion distance), and the calculation can change the integral step size
Thanks for answering
Upvotes: 0
Views: 204
Reputation: 5533
That's a big question. Here are a few thoughts:
Upvotes: 0