ChangeEnvironmentDynamicsOperator
 
 
 

ChangeEnvironmentDynamicsOperator

Introduced

v5.0

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