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Solver Model

Joint Algorithm

Settings

Properties

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Select a group/component instance of a body type to edit body properties.

Body properties cannot be edited while simulation is running.

Select a top level group/component of a body type to edit body script.

Body script cannot be edited while simulation is running.

Select a component instance of a joint type to edit joint properties.

Joint properties cannot be edited while simulation is running.

Assign to All with Name and Type
  • Joints work best with the world solver model set to iterative, 64 passes.

  • Two functions, simulation.find_joint_by_name(name) and simulation.find_joints_by_name(name), may be used to acquire Joint instances by their names in the script context of a body.

  • Other functions, like this.connected_joints, this.contained_joints and this.connected_bodies, may be used to acquire all related joints and bodies in the script context of a body.

  • Currently, the fixed joint is limited in properties. Use the options within General Properties section, for instance, to adjust the breaking force, which can be applied to any joint.
Controller

A hinge joint has three resemblance modes:

  1. Angular Friction - a hinge with rotational friction.

    • The Friction argument controls rotational friction.
    • The Controller argument may be used to control the magnitude of the angular frictional.
    • The actual angular friction is, friction • controller.
  2. Normal Spring - a hinge with angular spring that rotates connected bodies back to their starting angle.

    • The Accel, Damp, and Strength arguments control acceleration and damping of the angular spring.
    • The Start Angle argument controls the desired starting angle in preset angle units.
    • The Controller argument may be used to control the magnitude and direction of the starting angle.
    • The actual starting angle, in preset angle units, is, start_angle • controller.
  3. Hooke's Spring - similar to the normal mode but uses Hooke's parameters for controlling the acceleration and drag of the spring.

Controller
Generate Slider Controller
  • The Controller argument may be used to control the magnitude and direction of the rotation.
  • The maximum angular rate, in radians per second, is, accel • controller / damp.
Controller
Generate Slider Controller
  • The Controller argument assumes input as the desired angle in preset angle units.
  • The Controller argument also accepts nil as the parameter, which turns off the joint.
  • The desired angle is clamped between min and max limits if the limits are enabled.
  • The Reduction Ratio may be used to decelerate angular rate when servo nears its desired angle.
Controller
  • The Controller argument may be used to control the magnitude of the linear friction.
  • The actual linear friction is, friction • controller.
Controller
Generate Slider Controller
  • The Controller argument assumes input as the desired linear position in preset units or the magnitude and direction of linear rate, depending on the Controller Mode.
  • The Controller argument also accepts nil as the parameter, which turns off the joint.
  • The desired position is clamped between min and max limits if the limits are enabled.
  • The Reduction Ratio may be used to decelerate linear rate when piston nears its desired position.
Controller
  • The Controller argument may be used to modify the starting position.
  • The actual starting position, in preset units, is, start_position • controller.
Controller
  • The Controller argument assumes input the desired direction with respect the joint orientation. For example, passing [1,0,0] into the controller will rotate the connected body so that it points the same direction as the joint's x-axis is.
  • The corkscrew joint works like a slider and a hinge combined, however without a controller.
Controller
  • The Controller argument may be used to control the magnitude of the angular friction.
  • The actual angular friction is, friction • controller.
Controller
  • The Controller argument may be used to control the magnitude of the angular friction.
  • The actual angular friction is, friction • controller.
Controller
  • The idea behind a curvy joint is that the connected body travels along the user-drawn curve.
  • The curve can be modified by adding a connected set of edges/curves within the joint. The edge closest to the origin of the joint is considered as the starting edge.
  • The curve joint works best when the angle between any two connected edges is less than 45 degrees.
  • The magnitude of the linear and angular friction can be controlled with the controller.
  • The actual linear friction is, linear_friction • controller.
  • The actual angular friction is, angular_friction • controller.
Controller
Generate Slider Controller
  • The idea behind the curvy joint is that the connected body travels along a user-drawn curve.
  • The curve can be modified by adding a connected set of edges/curves within the joint. The edge closest to the origin of the joint is considered as the starting edge.
  • The curve joint works best when the angle between any two connected edges is less than 45 degrees.
  • The Controller argument assumes input as the desired linear position in preset units or the magnitude and direction of linear rate, depending on the Controller Mode.
  • The Controller argument also accepts nil as the parameter, which turns off the joint.
  • The desired position is clamped between min and max limits if the limits are enabled.
  • The Reduction Ratio may be used to decelerate linear rate when piston nears its desired position.
  • Plane joint limits the motion of the connected bodies to its local X and Y axes and restricts motion along the Z-axis.

Embedded Sounds List

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Commands

  • Frequency: 22050 KHz, 16 bit samples

  • Microsoft WAVE (.wav), RIFF (.riff), AIFF (.aiff), Ogg Vorbis (.ogg), Creative Labs VOC (.voc), MikMod (.mod .xm .s3m .it .669 .med), FLAC (.flac), MP3, and MIDI (.mid).

  • Microsoft WAVE (.wav), RIFF (.riff), AIFF (.aiff), Ogg Vorbis (.ogg), Creative Labs VOC (.voc), and MP3.

  • Only one music can be played at a time.

  • Up to 20 sounds can be played simultaneously.

  • Music may be used as background and sounds may be used as effects.

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