Control object primitive presets (including both waves and forces) can be used with the X3DObject.AddPrimitive method or one of the primitive-creation commands (GetPrim, SIGetPrim).
Note | See Primitive Presets for list of the possible types of primitives. Also see Alphabetical Listing of All Primitive Presets for a complete list of available primitive types. |
Preset | Primitives |
---|---|
Attractor | Attractor forces simulate
the effect of electro-magnetism in both positive and negative
directions to attract and repel particles and hair. The Attractor
force has no effect on Fluid, Explosion, Soft body, or Cloth
simulations. |
Drag | Drag forces oppose the movement
of particles and hair as if they were in a fluid medium. You can
set the flow type to be either smooth or irregular. Drag has no
effect on Fluid, Explosion, Soft body, or Cloth simulations. |
Eddy | Eddy forces simulate the effect
of a vacuum or local turbulence on particles, hair, and cloth by
creating a vortex force field inside a cylinder. The eddy's
intensity falls off from the center to the cylinder's border,
moving from bottom to top. Eddy has no effect on Soft body
simulations. |
Fan | Fan forces simulate the effect of
a "local" wind blowing via a cylinder on other objects. The wind's
direction follows with cylinder's axis, while wind's intensity
falls off from the center to the cylinder's border, moving from
bottom to top. Fan has no effect on Soft body simulations. |
Gravity | Gravity forces simulate a
gravitational pull on objects, including in a negative
direction. |
SphereVolume | Sphere
Volume control objects are used to pull points within its
volume with a proportional fall-off. See the GetPrimVolumeDeform command. |
ToricForce | Toric forces simulate the
effect of a vacuum or local turbulence by creating a vortex force
field inside the torus. Anything that is inside the torus is
affected by the force. This force is useful for making billowing
effects in smoke simulations (especially when used in conjunction
with the drag force) or having particles "sucked" through a tube to
follow a path (if the torus is open-ended). The toric force has no effect on Fluid, Explosion, Soft body, or Cloth simulations. |
Turbulence | Turbulence forces build a
wind field to let you imitate real-life turbulence effects, such as
the violent gusts of air that occur when an airplane lands. A wind
field is created by superimposing a small scale random field over a
large scale deterministic field. Intensity is applied to the whole
wind field. You can control the orientation of the large scale wind field and the frequency of the eddies in the small scale wind field. As well, you can control the wind field direction (phase angle) independently of the turbulence direction (force direction). Turbulence has no effect on Fluid, Explosion, Soft body, or Cloth simulations. |
Vortex | Vortex forces simulate the
swirling movement of a vortex on particles and hair. Vortex has no
effect on Fluid, Explosion, Soft body, or Cloth simulations. |
Wave | Wave control objects
control the basic parameters that are intrinsic to the wave itself,
such as its speed and shape. Each wave control object can be used
to deform any number of objects in a scene. See the GetPrimWave command. |
Wind | Wind forces simulate the effect
of wind blowing on simulated objects. |