ChangeEnvironmentDynamicsOperator

Introduced

5.0

Description

Changes the rigid body dynamics engine (from physX to ODE or vice-versa) for the specified environment.

Scripting Syntax

ChangeEnvironmentDynamicsOperator( [InputEnvironment], [DynamicsEngine] )

Parameters

Parameter

Type

Description

InputEnvironment

SimulationEnvironment

Environment for which we want to change the rigid body dynamics engine

Default Value: Current active environment

DynamicsEngine

siRBDEngine

The dynamics engine to which you want to switch the specified environment

Default Value: siPhysXEngine

Examples

JScript Example

/*
   This example illustrates how to create a simple RigidBody simulation
   and then switch the dynamics engine
*/
var oCone = ActiveSceneRoot.AddGeometry("cone","MeshSurface");
var oModel = ActiveSceneRoot.AddModel();
oModel.Name = "Model";
var oGrid = oModel.AddGeometry("grid","MeshSurface");
// Move the cone
oCone.posy.value = 6.0;

// Modify the grid
oGrid.ulength.value = 24;
oGrid.vlength.value = 24;
oGrid.subdivu.value = 24;
oGrid.subdivv.value = 24;

// The following line creates the SimulationEnvironment object.
CreatePassiveRigidBody( oGrid );
CreateActiveRigidBody( oCone );
CreateForce( "Gravity" );

var oEnvironment = ActiveProject.ActiveScene.ActiveSimulationEnvironment;

// Switch the rigid body dynamics engine to PhyX by NVIDIA 
ChangeEnvironmentDynamicsOperator(  oEnvironment, siPhysXEngine);
// Results of running this script:
//  * If the currently used engine is the same as the one specified in
//    the command, there is no output.
//  * Otherwise the following output will be echoed (as appropriate):
//    //INFO : Switched to physX
//    or
//    //INFO : Switched to ODE


// Simulate
for(i =0 ; i < 100 ; i++)
{
   NextFrame();
   Refresh();
}

// Switch the rigid body dynamics engine to ODE
ChangeEnvironmentDynamicsOperator( oEnvironment, siOpenDynamicsEngine);

// Simulate again
FirstFrame();
Refresh();
for(i =0 ; i < 100 ; i++)
{
   NextFrame();
   Refresh();
}

See Also

CreateActiveRigidBody

CreatePassiveRigidBody

RemoveRigidBody

AttachRigidBodies



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