Contents |
Description
Physics Types
- Physics Type - Combobox containing the physics type that can currently be used on any model. Each type has different properties and allows the addition of different kinds of shapes and joints.
In the following sections there will be a brief description of each physics type and all the available shapes and joints.
Static
This physics type doesn't have any customizable parameters.
The representations with this type of physics aren't susceptible to any kind of force. Therefore they won't move in the physics simulation.
- Shape & Joint List - Shows a list with all the shapes and joints that compose this representation physics.
NOTE: Joints can't be added to static representations.
Dynamic
The representations with this type of physics are influenced by gravity (see Physics Properties Editor) and will be affected by any collision or applied forces.
- Mass - The mass of the representation. This value will be used for internal physics calculations.
- Synchronization - The way Ludiloom will handle the synchronization of the representation. The configuration of this parameter is very important. The selection of either option will affect the way the Listeners shall be configured and the way the scripts shall be programmed.
- None - The state of the representation is not updated in any Simulation.
- Local - The state of the representation is updated in the local Simulation, but doesn't update it's state in the other connected users Simulation.
- Global - The state of the representation is updated in the local Simulation and propagated to every user connected to the Arena.
- Shape & Joint List - Shows a list with all the shapes and joints that compose this representation physics.
Character
The representation with this type of physics aren't affected by collisions.
- Mass - The mass of the representation. This value will be used for internal physics calculations. Namely for applying forces when colliding against dynamic representations.
- Synchronization - The way Ludiloom will handle the synchronization of the representation. The configuration of this parameter is very important. The selection of either option will affect the way the Listeners shall be configured and the way the scripts shall be programmed.
- None - The state of the representation is not updated in any Simulation.
- Local - The state of the representation is updated in the local Simulation, but doesn't update it's state in the other connected users Simulation.
- Global - The state of the representation is updated in the local Simulation and propagated to every user connected to the Arena.
- Collision - Enable collision with other representations with physics enabled. If unchecked this representation will pass through all other representations.
- Gravity - If unchecked this representation will not be pulled against the ground.
- Offset - The position of the character controller relative to the model. The center of the character controller is placed at the center of the model. These parameters allow the user to reposition the character controller based on an offset.
- Scale - The height and radius scale of the character controller relative to the model. The default height is the height of the model. The default radius is the smaller dimension (width or length) of the model. These parameters are scaling modifiers.
- Rotation - The rotation necessary for the movement of the character controller to match the front of the model. (degrees)
- Speed - The speed at which the representation will move in all directions (front, back and sides). (units per second)
- Speed Rotate - The speed at which the representation will rotate along the Y axis. (degrees per second)
- Max Slope - The surface slope at which the representation won't be able to climb. (degrees)
- Step Height - The maximum height the representation will be able to climb in a single step. (units)
- Jump Height - The maximum height the representation will be able to jump. (units)
- Select Walk Sound - Opens the Library Explorer Interface showing all the available sounds. This sound will be played automatically when the representation is moving, according to the parameters below.
- Walk Sound Volume - The volume at which the selected sound will be played without attenuation.
- Walk Sound Range - The distance at which the selected sound is audible.
- Walk Sound Factor - The attenuation function multiplier.
- Walk Sound Timing - The time interval at which the selected sound will be played. (seconds)
- Select Jump Sound - Opens the Library Explorer Interface showing all the available sounds. This sound will be played automatically when the representation jumps, according to the parameters below.
- Jump Sound Volume - The volume at which the selected sound will be played without attenuation.
- Jump Sound Range - The distance at which the selected sound is audible.
- Jump Sound Factor - The attenuation function multiplier.
NOTE: Neither shapes nor joints can be added to Character representations.
Vehicle
- Mass - The mass of the representation. This value will be used for internal physics calculations.
- Synchronization - The way Ludiloom will handle the synchronization of the representation. The configuration of this parameter is very important. The selection of either option will affect the way the Listeners shall be configured and the way the scripts shall be programmed.
- None - The state of the representation is not updated in any Simulation.
- Local - The state of the representation is updated in the local Simulation, but doesn't update it's state in the other connected users Simulation.
- Global - The state of the representation is updated in the local Simulation and propagated to every user connected to the Arena.
- Shape & Joint List - Shows a list with all the shapes and joints that compose this representation physics.
- Template - Contains a list of pre-made vehicle templates that will fill all the values on the interface.
- Digital Control - If checked the [Wheel_Shape|wheels] that are affected by steering will turn at Digital Delta speed until they reach the Maximum Steering Angle.
- Digital Delta - The speed at which the [Wheel_Shape|wheels] that are affected by steering will turn if Digital Control is enabled.
- Maximum Steering Angle - The maximum angle the [Wheel_Shape|wheels] that are affected by steering will turn.
- Diferential Ratio - This value is used internally to calculate the vehicle's instant RPM.
- Center of Mass - The center of mass of a vehicle is a calculation that has into account all the shapes that form the vehicle. These parameters allow the user to reposition the vehicle's center of mass based on an offset. It is recommended to lower the center of mass to increase the vehicle's stability.
- Automatic Gears - If checked the gears will shift automatically according with the limits defined in RPM Gear Limits.
- RPM Gear Limits - If Automatic Gears is checked these limits define the RPM values at which the gears will be shifted up or down accordingly.
- RPM Limits - These limits define the minimum RPM the vehicle has when starts to accelerate and the maximum RPM it will reach.
- Select RPM Sound - Opens the Library Explorer Interface showing all the available sounds. This sound will be played automatically and it's pitch will be changing according to the instant RPM and the maximum RPM defined in RPM Limits.
- RPM Sound Volume - The volume at which the selected sound will be played without attenuation.
- RPM Sound Pitch - The pitch value at which the selected sound starts to play.
- RPM Sound Range - The distance at which the selected sound is audible.
- RPM Sound Factor - The attenuation function multiplier.
- Torque Curve - The torque curve bars divide the RPM Limits range equally across all bars. The value of the torque defined at each bar will then be used to calculate the instant engine power, based on the current RPM.
- Gears Ratio - These values represent the gear ratio of each of the gears, affecting the acceleration and top speed of each of the gears.
Shapes & Joints
- Shape & Joint List - Shows a list with all the shapes and joints that compose this representation physics.
- Add Shape/Joint - Opens the New Shape dialog. When the New button is pressed, the newly created shape/joint is added to the list described in 1..
- Remove Shape/Joint - Removes the selected shape/joint from the list of shapes.
- Shape/Joint Type - Defines the type of shape/joint that will be added to the object.
- Name - The name by which this shape/joint will be accessible.
- Available Shape List
- Box
- Capsule
- Sphere
- Triangle Mesh (Only for Static representations)
- Wheel (Only for Vehicle representations)
- Box Sensor
- Capsule Sensor
- Sphere Sensor
- Available Joint List (Only for Dynamic and Vehicle representations)
NOTE: Neither shapes nor joints can be added to Character representations.







