ODE class in Global context

ODE Parameters.

20 members:

float odeairdrag
float, 0 .. 0.5
default=0.01

Drag

A drag force ("air drag") proportional to the velocity of mass centers of moving parts

float odecol2bounce
float, 0 .. 1
default=0.1

Bounce

float odecol2bouncevel
float, 0 .. 1
default=0.01

Bounce velocity

float odecol2mumax
float, 0 .. 10
default=1

Max. friction

Mu coefficient for Parts with maximal friction (i.e. "FFFFF" in f1)

float odecol2mumin
float, 0 .. 10
default=0.1

Min. friction

Mu coefficient for Parts with minimal friction (i.e. "fffff" in f1)

float odecol2softcfm
float, 0 .. 1
default=0

Soft CFM

float odecolbounce
float, 0 .. 1
default=0.1

Bounce

float odecolbouncevel
float, 0 .. 1
default=0.01

Bounce velocity

float odecolmumax
float, 0 .. 10
default=5

Max. friction

Mu coefficient for Parts with maximal friction (i.e. "FFFFF" in f1)

float odecolmumin
float, 0 .. 10
default=0.1

Min. friction

Mu coefficient for Parts with minimal friction (i.e. "fffff" in f1)

float odecolsoftcfm
float, 0 .. 1
default=0

Soft CFM

float odemusclemax
float, 0 .. 100
default=10

Muscle max power

i.e. "MMMMM" if f1

float odemusclemin
float, 0 .. 100
default=0

Muscle min power

i.e. "mmmmm" in f1

float odemusclespeed
float, 0 .. 10
default=1

Muscle speed limit

Muscle state cannot change faster than the supplied value

integer odeseed
integer, 0 .. 2
  • 0 = Truly random
  • 1 = Deterministic
  • 2 = 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

    integer odeshape
    integer, 0 .. 1
  • 0 = Cylinder
  • 1 = Box
  • Stick shape

    float odestep
    float, 0.001 .. 1
    default=0.05

    Simulation step

    float odewaterbuoy
    float, 0 .. 2
    default=1

    Water buoyancy

    float odewaterdrag
    float, 0.001 .. 1
    default=0.5

    Water drag

    function 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)

    Global context