ODE Parameters.
odeairdrag
float, 0 .. 0.5
default=0.01 |
Drag
A drag force ("air drag") proportional to the velocity of mass centers of moving parts
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odecol2bounce
float, 0 .. 1
default=0.1 |
Bounce
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odecol2bouncevel
float, 0 .. 1
default=0.01 |
Bounce velocity
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odecol2mumax
float, 0 .. 10
default=1 |
Max. friction
Mu coefficient for Parts with maximal friction (i.e. "FFFFF" in f1)
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odecol2mumin
float, 0 .. 10
default=0.1 |
Min. friction
Mu coefficient for Parts with minimal friction (i.e. "fffff" in f1)
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odecol2softcfm
float, 0 .. 1
default=0 |
Soft CFM
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odecolbounce
float, 0 .. 1
default=0.1 |
Bounce
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odecolbouncevel
float, 0 .. 1
default=0.01 |
Bounce velocity
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odecolmumax
float, 0 .. 10
default=5 |
Max. friction
Mu coefficient for Parts with maximal friction (i.e. "FFFFF" in f1)
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odecolmumin
float, 0 .. 10
default=0.1 |
Min. friction
Mu coefficient for Parts with minimal friction (i.e. "fffff" in f1)
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odecolsoftcfm
float, 0 .. 1
default=0 |
Soft CFM
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odemusclemax
float, 0 .. 100
default=10 |
Muscle max power
i.e. "MMMMM" if f1
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odemusclemin
float, 0 .. 100
default=0 |
Muscle min power
i.e. "mmmmm" in f1
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odemusclespeed
float, 0 .. 10
default=1 |
Muscle speed limit
Muscle state cannot change faster than the supplied value
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odeseed
integer, 0 .. 2 0 = Truly random1 = Deterministic2 = Fixed |
Randomness
Affects collisions.
- 'Truly random' is closest to the standard ODE operation. Use Math.seed to influence randomness in ODE collisions
- 'Deterministic' automatically calculates random seed in each step based on the current simulation (world) state, which makes the simulation repeatable but more random than 'Fixed'
- 'Fixed' is completely deterministic and does not depend on Math.seed. This might negatively affect ODE accuracy
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odeshape
integer, 0 .. 1 0 = Cylinder1 = Box |
Stick shape
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odestep
float, 0.001 .. 1
default=0.05 |
Simulation step
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odewaterbuoy
float, 0 .. 2
default=1 |
Water buoyancy
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odewaterdrag
float, 0.001 .. 1
default=0.5 |
Water drag
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rayIntersection
returns float |
ray intersection
function rayIntersection(float position_x, float position_y, float position_z, float direction_x, float direction_y, float direction_z, float max_distance)
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