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simscape.multibody.RevolutePrimitiveActuationTorque Class

Namespace: simscape.multibody

Construct actuation torque for revolute joint primitive

Since R2024a

Description

Use an object of the simscape.multibody.RevolutePrimitiveActuationTorque class to construct an actuation torque to apply to a revolute joint primitive in a compiled multibody system.

Class Attributes

Sealed
true
ConstructOnLoad
true
RestrictsSubclassing
true

For information on class attributes, see Class Attributes.

Creation

Description

torque = simscape.multibody.RevolutePrimitiveActuationTorque constructs an actuation torque of 0 N*m.

torque = simscape.multibody.RevolutePrimitiveActuationTorque("Computed") specifies a revolute primitive to compute the actuation torque required to satisfy the motion inputs of the multibody system. This setting is typically used for inverse dynamics analyses.

torque = simscape.multibody.RevolutePrimitiveActuationTorque(value) constructs an actuation torque with the specified value.

Input Arguments

expand all

Actuation torque, specified as a simscape.Value object that scalar with a unit of torque.

Examples

Create Actuation Torque for Revolute Joint Primitive

Create an actuation torque and specify its value as 10 N*m.

torque = simscape.multibody.RevolutePrimitiveActuationTorque(...
                                simscape.Value(10,"N*m"))
torque = 

  RevolutePrimitiveActuationTorque

  Value: 10 : N*m

Version History

Introduced in R2024a