Host Force Feedback Externally-Triggered Condition Force End of trail navigation bar

Table of Contents

Host Force Feedback Externally-Triggered Condition Torque

Produces a condition torque effect on a game controller on the host that is triggered by an input signal.

Library

QUARC Targets/Devices/Peripherals/Host/Force Feedback Game Controllers/Condition Force Effects

Description

Host Force Feedback Externally-Triggered Condition Torque

The Host Force Feedback Externally-Triggered Condition Torque block produces a condition torque on the host game controller in response to the rising edge of the Trigger input. The block may be configured to stop the effect on the falling edge of the trigger signal. Condition torque effects are closed-loop effects that vary according to the "condition" or state of the device, such as its angular position, velocity or acceleration. The condition torque may take the form of a spring, damper, inertia or friction.

Each condition is based on a different "metric". The spring effect uses angular position as its metric, so the torque increases in proportion to the rotation of the axis from a defined neutral point. The damper effect uses angular velocity as its metric, so the torque increases in proportion to the angular velocity with which the user moves the axis. The inertia effect is based on the metric of angular acceleration, so the torque increases in proportion to the angular acceleration of the axis. Finally, the friction effect is applied when the axis is moved and depends on the defined friction coefficient. In general, excluding saturation, the resulting torque is equal to:

negative coefficient * (metric - (offset - deadband))

when the metric is less than offset - deadband, and is equal to:

positive coefficient * (metric - (offset + deadband))

when the metric is greater than offset + deadband.

The Tx, Ty and Tz inputs define a torque vector whose direction determines the direction of the condition torque applied by the game controller when the offset through dead inputs are scalars. For example, if the Tx and Ty inputs are connected and equal to 1, then a friction effect would resist angular motion about a northwest-southeast axis but would have no effect on the game controller motion about the northeast-southwest axis. The amplitude and direction of this torque are updated every time the trigger occurs, according to the inputs to the block.

If one of the offset through dead inputs is not a scalar, but is a vector whose length equals the number of axes for the effect, then the direction is not determined by the Tx, Ty and Tz inputs. Instead, a separate condition torque effect is applied about each axis independently, with the elements of the offset through dead input vectors applying to the corresponding axes. The axes are determined by which of the Tx, Ty and Tz inputs are connected. For example, if the Tx and Tz inputs are connected, but not the Ty input, and the offset through dead inputs are 2-vectors, then the first element of each 2-vector is applied to a condition torque effect about the X axis, and the second element to a separate condition torque effect about the Z axis. If some of the inputs are scalars, but not all, then the scalar value is applied to all the torque effect axes as if the value were expanded into a vector of the appropriate length.

The parameters of the block determine the temporal characteristics of the effect, such as the duration and envelope. A Host Force Feedback Game Controller block must be present in the model to configure the game controller.

Limitations

Unused axes

Warning Unused axes should be left unconnected or connected to the Ground block. Do not connect unused axes to any other type of block because doing so will require a game controller with all the connected axes. For example, if the Tx, Ty and Tz inputs are all connected then the game controller will need to support all three axes in order for the effect to be rendered.

Level of support

Warning Not all force feedback game controllers will support a condition torque effect that is triggered by a signal. If externally-triggered condition torque effects are supported, a game controller may not support all the axes or features of this block.

Input Ports

Trigger

The signal used to start or stop the effect. Refer to the Trigger mode parameter for details.

Tx

The X component of the direction of the applied torque. The positive X direction is from left to right. If this axis is unused, connect it to a Ground block or leave it unconnected. If one or more of the offset through dead inputs is a vector then the value of this input is not used. However, the fact that it is connected, in this case, indicates that a condition torque effect should be applied to the X axis

Ty

The Y component of the direction of the applied torque. The positive Y direction is from back to front. If this axis is unused, connect it to a Ground block or leave it unconnected. If one or more of the offset through dead inputs is a vector then the value of this input is not used. However, the fact that it is connected, in this case, indicates that a condition torque effect should be applied to the Y axis

Tz

The Z component of the direction of the applied torque. The positive Z direction is from up to down. If this axis is unused, connect it to a Ground block or leave it unconnected. If one or more of the offset through dead inputs is a vector then the value of this input is not used. However, the fact that it is connected, in this case, indicates that a condition torque effect should be applied to the Z axis

offset

The offset by which to bias the metric used to produce the condition effect. For a spring effect, the angular position at which the spring would be considered at rest is defined by the offset. For a damper, the offset defines the angular velocity for which the damping torque is zero. The offset is not normally used for the inertia or friction effects. See the formulae in the block description above for more details.

+coeff

The proportionality factor that scales the effect with the metric in the positive direction. For the spring effect, it is the spring constant in Hooke's Law. For the damper effect, it is the damping coefficient and for the inertia effect, it is the coefficient applied to angular acceleration. For the friction effect, it is the coefficient of friction.

For some devices, you can set separate coefficients for the positive and negative direction about the axis associated with the condition. For example, a steering wheel controlling a damaged vehicle might move more easily clockwise than counterclockwise. If separate coefficients are supported, then this coefficient is applied to the positive direction. Otherwise this coefficient is used for both the positive and negative directions. See the formulae in the block description above for more details.

-coeff

The proportionality factor that scales the effect with the metric in the negative direction. For the spring effect, it is the spring constant in Hooke's Law. For the damper effect, it is the damping coefficient and for the inertia effect, it is the coefficient applied to angular acceleration. For the friction effect, it is the coefficient of friction.

For some devices, you can set separate coefficients for the positive and negative direction along the axis associated with the condition. For example, a steering wheel controlling a damaged vehicle might move more easily clockwise than counterclockwise. If separate coefficients are supported, then this coefficient is applied to the negative direction. Otherwise this coefficient is ignored and the +coeff input is used for both the positive and negative directions. See the formulae in the block description above for more details.

+sat

In force feedback, saturation is an expression of the maximum possible torque for an effect. For example, suppose a steering wheel has a spring condition about the Y axis. If the offset is 0 and the coefficient is 1 then the maximum torque is exerted when the wheel is rotated fully. But if you define a positive and negative saturation of 0.5 then the torque does not increase after the wheel has been rotated halfway clockwise or counterclockwise. This input is used to specify the saturation in the positive direction. If the device does not support positive and negative saturation limits then this value is applied to both the positive and negative directions. See the formulae in the block description above for more details.

-sat

In force feedback, saturation is an expression of the maximum possible torque for an effect. For example, suppose a steering wheel has a spring condition about the Y axis. If the offset is 0 and the coefficient is 1 then the maximum torque is exerted when the wheel is rotated fully. But if you define a positive and negative saturation of 0.5 then the torque does not increase after the wheel has been rotated halfway clockwise or counterclockwise. This input is used to specify the saturation in the negative direction. If the device does not support positive and negative saturation limits then this value is ignored and the +sat input is applied to both the positive and negative directions. See the formulae in the block description above for more details.

dead

The deadband is an angular zone around the offset of an axis within which the condition is not active. In the case of a spring that is at rest at a particular angular position, the deadband enlarges this area of rest. See the formulae in the block description above for more details.

Output Ports

This block has no output ports.

Parameters and Dialog Box

Host Force Feedback Externally-Triggered Condition Torque

Controller name

The identity of the associated Host Force Feedback Game Controller block. The Host Force Feedback Externally-Triggered Condition Torque block must be associated with a Host Force Feedback Game Controller block.

Effect type (tunable offline)

The type of condition effect to generate. The supported types are spring, damper, inertia and friction.

Trigger mode

The function of the trigger input to the block. If this parameter is set to "Start" then a rising edge at the trigger input will start the effect. The effect will stop when the effect duration has expired. A falling edge at the trigger input will be ignored.

If this parameter is set to "Start/Stop" then a rising edge at the trigger input will also start the effect. However, the effect will stop when the effect duration has expired or a falling edge is seen at the trigger input.

Effect gain (tunable online)

A normalized gain to apply to the effect. The torques are scaled by this gain before being applied to the device. The gain must be a fraction between 0 and 1 inclusive. This parameter is useful for scaling effects for a different game controller.

Number of iterations (tunable online)

The number of times to play the effect in sequence. The envelope is re-articulated with each iteration. If this value is -1 then the effect is played indefinitely.

Envelope attack level (tunable online)

The normalized amplitude (0.0=no torque, 1.0=maximum) of the torque at the beginning of playback.

Envelope attack time (tunable online)

The amount of time in seconds for the amplitude of the effect to ramp linearly from the attack level to the sustain level. The sustain level is the amplitude of the torque specified at the block inputs. This parameter may be zero.

Envelope fade level (tunable online)

The normalized amplitude (0.0=no torque, 1.0=maximum) of the torque at the end of playback.

Envelope fade time (tunable online)

The amount of time in seconds for the amplitude of the effect to ramp linearly from the sustain level to the fade level. The sustain level is the amplitude of the torque specified at the block inputs. This parameter may be zero.

Effect duration (tunable online)

The total duration of the effect in seconds. It should be larger than sum of the envelope's attack and fade times. The difference between the effect duration and the sum of the attack and fade times determines the time for which the sustain level is maintained.

Delay in starting the effect (tunable online)

The time in seconds to delay starting the effect after the trigger has occurred.

Effect sampling period (tunable online)

The sampling period of the effect in seconds. This parameter determines the sampling period of the effect on the device itself. It is not related to the sample time of this block. It is the period at which the magnitude of the effect is updated by the device. If this value is zero, the default sampling period is used.

Targets

Target Name

Compatible*

Model Referencing

Comments

QUARC Win32 Target

Yes

Yes

QUARC Win64 Target

Yes

Yes

QUARC Linux Nvidia Target

Yes

Yes

QUARC Linux QBot Platform Target

Yes

Yes

QUARC Linux QCar 2 Target

Yes

Yes

QUARC Linux QDrone 2 Target

Yes

Yes

QUARC Linux Raspberry Pi 3 Target

Yes

Yes

QUARC Linux Raspberry Pi 4 Target

Yes

Yes

QUARC Linux RT ARMv7 Target

Yes

Yes

QUARC Linux x64 Target

Yes

Yes

QUARC Linux DuoVero Target

Yes

Yes

QUARC Linux DuoVero 2016 Target

Yes

Yes

QUARC Linux Verdex Target

Yes

Yes

QUARC QNX x86 Target

Yes

Yes

Last fully supported in QUARC 2018.

Rapid Simulation (RSIM) Target

Yes

Yes

S-Function Target

No

N/A

Old technology. Use model referencing instead.

Normal simulation

Yes

Yes

* Compatible means that the block can be compiled for the target.

See Also

 

navigation bar