Post

CollisionCollection

Overview

CollisionCollection holds a collection of objects that can be managed as a single entity for resolution of inter-object collisions.

The CollisionCollection node belongs to the RigidBodyPhysics component and requires at least level 1, its default container field is collider. It is available from X3D version 3.2 or higher.

Hierarchy

1
2
3
+ X3DNode
  + X3DChildNode
    + CollisionCollection

Fields

SFNode [in, out] metadata NULL [X3DMetadataObject]

Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.

Hint

SFString [in, out] description “”

Author-provided prose that describes intended purpose of the node.

Hint

  • Many XML tools substitute XML character references for special characters automatically if needed within an attribute value (such as & for & ampersand character, or " for “ quotation-mark character).

SFBool [in, out] enabled TRUE

Enables/disables node operation.

MFString [in, out] appliedParameters “BOUNCE”

Default global parameters for collision outputs of rigid body physics system. Contact node can override parent CollisionCollection node. Selectable values for array: “BOUNCE” “USER_FRICTION” “FRICTION_COEFFICIENT_2” “ERROR_REDUCTION” “CONSTANT_FORCE” “SPEED_1” “SPEED_2” “SLIP_1” “SLIP_2”.

Hint

  • BOUNCE: bounce value is used; USER_FRICTION: apply user-supplied value; FRICTION_COEFFICIENT_2: apply frictionCoefficients values; ERROR_REDUCTION: apply softnessErrorCorrection value; CONSTANT_FORCE: apply softnessConstantForceMix value; SPEED_1: apply first component of surfaceSpeed array; SPEED_2: apply second component of surfaceSpeed array; SLIP_1: apply first component of slipFactors array; SLIP_2: apply second component of slipFactors array.

SFFloat [in, out] bounce 0 [0,1]

bounce indicates bounciness (0 = no bounce at all, 1 = maximum bounce).

SFFloat [in, out] minBounceSpeed 0.1 [0,∞)

minBounceSpeed m/s needed to bounce.

SFVec2f [in, out] frictionCoefficients 0 0 [0,∞)

frictionCoefficients used for computing surface drag.

SFVec2f [in, out] surfaceSpeed 0 0 (-∞,∞)

surfaceSpeed defines speed vectors for computing surface drag, if contact surfaces move independently of bodies.

SFVec2f [in, out] slipFactors 0 0 (-∞,∞)

slipFactors used for computing surface drag.

SFFloat [in, out] softnessConstantForceMix 0.0001 [0,1]

softnessConstantForceMix value applies a constant force value to make colliding surfaces appear to be somewhat soft.

SFFloat [in, out] softnessErrorCorrection 0.8 [0,1]

softnessErrorCorrection indicates fraction of collision error fixed in a set of evaluations (0 = no error correction, 1 = all errors corrected in single step).

MFNode [in, out] collidables [ ] [X3DNBodyCollisionSpaceNode,X3DNBodyCollidableNode]

CollisionCollection node holds a collection of objects in the collidables field that can be managed as a single entity for resolution of inter-object collisions with other groups of collidable objects. A group consists of both collidable objects as well as spaces that may be collided against each other.

SFBool [in, out] visible TRUE

Whether or not renderable content within this node is visually displayed.

Hints

  • The visible field has no effect on animation behaviors, event passing or other non-visual characteristics.
  • Content must be visible to be collidable and to be pickable.

SFBool [in, out] bboxDisplay FALSE

Whether to display bounding box for associated geometry, aligned with world coordinates.

Hint

  • The bounding box is displayed regardless of whether contained content is visible.

SFVec3f [ ] bboxSize -1 -1 -1 [0,∞) or −1 −1 −1

Bounding box size is usually omitted, and can easily be calculated automatically by an X3D player at scene-loading time with minimal computational cost. Bounding box size can also be defined as an optional authoring hint that suggests an optimization or constraint.

Hints

SFVec3f [ ] bboxCenter 0 0 0 (-∞,∞)

Bounding box center accompanies bboxSize and provides an optional hint for bounding box position offset from origin of local coordinate system.

Hints

Advice

Hints

Example

View Source in Playground

See Also

This post is licensed under CC BY 4.0 by the author.