![]() integer, 0 .. 1 (false/true) default=1 |
Body simulation (Physical) body simulation can be disabled for individual objects which makes them immovable. Disabled objects can still participate in collisions depending on their collisions masks. |
![]() integer |
Build problems |
![]() float |
Velocity |
![]() float |
Vertical position |
![]() float |
Vertical velocity |
![]() float |
center.x Center of gravity |
![]() float |
center.y Center of gravity |
![]() float |
center.z Center of gravity |
![]() float |
Distance |
![]() |
Enforce constant speed |
![]() float |
Starting energy |
![]() float |
Energy |
![]() float |
Energy balance |
![]() float |
Energy costs |
![]() float |
Energy income |
![]() |
genotype Source genotype for this creature |
![]() multiline string |
Genotype |
![]() integer |
Generation |
![]() untyped |
group |
![]() float |
Idle power consumption |
![]() integer |
Index Index of this Creature in its Population. |
![]() multiline string |
Info Additional info or comments |
![]() integer |
Life span |
![]() |
current model A Model object that is a copy of the current (temporary) geometry of this creature |
![]() |
Enforce constant speed (in local coordinates) |
![]() |
source model Source Model for this creature |
![]() string |
Name |
![]() integer, 0 .. 1 (false/true) |
NN enabled |
![]() integer |
number of joints |
![]() integer |
number of neurons |
![]() integer |
number of parts |
![]() |
orientation by convention the creature orientation is equal to its first part orientation |
![]() integer, 0 .. 2147483647 default=0 |
Collision mask (other) |
![]() integer, 0 .. 2 |
Performance calculation Initial value of this property is taken from Population.enableperf |
![]() float |
position.x (pos_x,pos_y,pos_z) is the point of minimal coordinates ("bottom left corner") of the creature, including imaginary Part sizes (Part.s, usually 1.0). See also: Creature.moveAbs |
![]() float |
position.y See Creature.pos_x |
![]() float |
position.z See Creature.pos_x |
![]() integer, 0 .. 1 (false/true) |
Self-collisions Enable/disable detection of self-collisions (within a creature body). They can only occur when using the ODE simulation engine. If enabled, the creature will have its sticks collide during lifespan. |
![]() integer, 0 .. 1 (false/true) |
Self-collisions Current self-collision state |
![]() integer, 0 .. 2147483647 default=0 |
Collision mask (self) |
![]() |
Signal sources |
![]() float |
bounding box x size (size_x,size_y,size_z) are dimensions of the axis-aligned bounding box of the creature, including the imaginary part sizes (Part.s, usually 1.0). A creature consisting of a single default part has the size of (2.0,2.0,2.0) - twice the Part.s value (like a sphere diameter is twice its radius). |
![]() float |
bounding box y size See Creature.size_x |
![]() float |
bounding box z size See Creature.size_x |
![]() string |
# |
![]() untyped |
User field 1 |
![]() untyped |
User field 2 |
![]() untyped |
User field 3 |
![]() float |
Avg. velocity |
![]() float |
Avg. vertical position |
![]() float |
Avg. vertical velocity |
![]() returns string |
currentGeometryAsF0 function currentGeometryAsF0() |
![]() returns Joint |
getJoint (static Model information) function getJoint(integer index) |
![]() returns MechJoint |
getMechJoint (current properties) function getMechJoint(integer index) |
![]() returns MechPart |
getMechPart (current properties) function getMechPart(integer index) |
![]() returns Neuro |
getNeuro function getNeuro(integer index) |
![]() returns NeuroDef |
getNeuroDef function getNeuroDef(integer index) |
![]() returns Part |
getPart (static Model information) function getPart(integer index) |
![]() returns XYZ |
return world coordinates function localToWorld(float x, float y, float z) |
![]() doesn't return a value |
move function move(float x, float y, float z) Shift the creature by a given vector. |
![]() doesn't return a value |
move to absolute location function moveAbs(float x, float y, float z) Moves the creature so that its origin (pos_x,pos_y,pos_z) is placed at the given location. The origin is the point of minimal coordinates ("bottom left corner"), including imaginary part sizes (Part.s, usually 1.0). |
![]() doesn't return a value |
move in local coordinates function moveLocal(float x, float y, float z) |
![]() doesn't return a value |
rotate function rotate(float x, float y, float z) Rotate the creature around X, Y and Z axes. Should only be used immediately after creating a new creature (before the first simulation step is performed for this creature), otherwise the further simulation could be disturbed. |
![]() doesn't return a value |
rotate in local coordinates function rotateLocal(float x, float y, float z) Rotate the creature around (local) X, Y and Z axes. Should only be used immediately after creating a new creature (before the first simulation step is performed for this creature), otherwise the further simulation could be disturbed. |
![]() returns XYZ |
return local coordinates function worldToLocal(float x, float y, float z) |
Global context |