Type Alias: Physics
type Physics = {
engine: string;
gravity: Vec3;
timestepInS: Float;
epsilon: Float;
toleranceLength: Float;
toleranceSpeed: Float;
lmdMax: Float;
};
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:168
Settings for the physics engine.
Properties
engine
engine: string;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:173
The engine that is powering the physics of the scene.
Default Value
physx;
gravity
gravity: Vec3;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:178
Global gravity applied throughout the scene.
Default Value
(0, -9.8, 0);
timestepInS
timestepInS: Float;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:183
A frame-rate-independent interval that dictates when physics calculations are performed.
Default Value
0.01666;
epsilon
epsilon: Float;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:188
The epsilon used to mark whether the transform of an entity has changed and so whether to notify the physics engine.
Default Value
0.000001;
toleranceLength
toleranceLength: Float;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:193
The approximate size of objects in the simulation. This is used to estimate certain length-related tolerances.
Default Value
1;
toleranceSpeed
toleranceSpeed: Float;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:198
The typical magnitude of velocities of objects in simulation. This is used to estimate whether a contact should be treated as bouncing or resting based on its impact velocity, and a kinetic energy threshold below which the simulation may put objects to sleep. For normal physical environments, a good choice is the approximate speed of an object falling under gravity for one second.
Default Value
10;
lmdMax
lmdMax: Float;
Defined in: node_modules/@3dverse/livelink.core/dist/_prebuild/engine_types/sceneSettings.d.ts:203
The bigger LMD Max is, the greater the area that is searched for future contacts, and so the greater time taken per iteration. Note that XDE resolves contacts pre-collision, not once collision has taken place, like the majority of physics engines. Displacement of any object per iteration should not exceed LMD Max.
Default Value
1;