wall.vertex.vel
Syntax
Vector Access
- v = wall.vertex.vel(v<,i>)
- wall.vertex.vel(v<,i>) = v
Get/set the vertex velocity.
Note
If the vertex velocity is set to a non-zero value, then the wall translational/angular velocities are set to 0. The user is responsible for ensuring that the wall remains manifold in these circumstances.
Returns: v - vertex velocity vector or component
Accepts: v - vertex velocity vector or component
Arguments: v - vertex pointer
i - optional vector component
Component Access
- f = wall.vertex.vel.x(v)
- wall.vertex.vel.x(v) = f
Get/set the x-component of the vertex velocity.
Note
If the vertex velocity is set to a non-zero value, then the wall translational/angular velocities are set to 0. The user is responsible for ensuring that the wall remains manifold in these circumstances.
Returns: f - x-component of the vertex velocity vector Accepts: f - x-component of the vertex velocity vector Arguments: v - vertex pointer
- f = wall.vertex.vel.y(v)
- wall.vertex.vel.y(v) = f
Get/set the y-component of the vertex velocity.
Note
If the vertex velocity is set to a non-zero value, then the wall translational/angular velocities are set to 0. The user is responsible for ensuring that the wall remains manifold in these circumstances.
Returns: f - y-component of the vertex velocity vector Accepts: f - y-component of the vertex velocity vector Arguments: v - vertex pointer
- f = wall.vertex.vel.z(v) (3D ONLY)
- wall.vertex.vel.z(v) = f (3D ONLY)
Get/set the z-component of the vertex velocity.
Note
If the vertex velocity is set to a non-zero value, then the wall translational/angular velocities are set to 0. The user is responsible for ensuring that the wall remains manifold in these circumstances.
Returns: f - z-component of the vertex velocity vector Accepts: f - z-component of the vertex velocity vector Arguments: v - vertex pointer
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