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. |