Sim is a pretty big group, with a lot of variables that govern the simulation. You can set the accuracy of the sim, and influences like friction.
You can also define if some parts of the physics engine should be used or not.
A lot of these variables concernes the inner workings of the Phun physics solver. Touch at your own peril!
| Variable name
| Variable type
| Description
| Default(beta 4.22)
|
| adHocSolver | true or false | if true, switches from SPOOK to a different and more basic solver. default is false | false
|
| airDensity | positive decimal value | density of the air | 0.01
|
| airFrictionLinear | positive decimal value | linear friction of the air | 0.01
|
| airFrictionQuadratic | positive decimal value | quadratic friction of the air | 0.0
|
| airSwitch | true or false | whether air friction is enabled or not | true
|
| defaultBodyDensity | positive decimal value | default density of objects | 2.0
|
| defaultBodyFriction | positive decimal value | default friction of objects | 0.5
|
| defaultBodyRestitution | positive decimal value | default bounciness of objects | 0.5
|
| fallLimit | positive decimal value | the limit of when an object gets deleted after falling outside of the screen | 1000.0
|
| gravity | array of two decimal values | X and Y force of gravity | [0.0, -9.8]
|
| gravitySwitch | true or false | whether gravity is enabled or not | true
|
| leapFrog | true or false | if false, switches to euler integration instead of leap-frog. true by default. | true
|
| maxPositionCorrection | positive decimal value | sets the maximum penetration used when applying impulses in constraint violations. Set to infinity by default. | +inf
|
| prioritizedSolver | true or false | if set to true, will yield a more stable, but far slower, constraint solver. | false
|
| rotFrictionLinear | positive decimal value | linear rotational friction | 0.01
|
| running | true or false | whether the simulation is running or not | false
|
| solveAccFactor | positive decimal value | sets how much the solver will conuter-act acceleration differences between two constrained bodies. Set to 1 by default. Don't touch. | 1.0
|
| solveConstant | positive decimal value | Affects the SPOOK solver. Don't touch! | 100000000
|
| solveDconstraints | positive decimal value | The number of time steps the SPOOK solver will aim to satisfy a hinge contraint within. A low number means faster convergence; a high number means more damped and stable simulation. | 5.0
|
| solveDcontacts | positive decimal value | The number of time steps the SPOOK solver will aim to satisfy c contact within. A low number means faster convergence; a high number means more damped and stable simulation. | 5.0
|
| solveDistFactor | positive decimal value | sets how much the solver will conuter-act penteration in constraint violation. Set to 1 by default. Don't touch. | 1.0
|
| solveIter | positive integer value | the number of constraint solving iterations. A higher number means a more stable simulation. | 30
|
| solvePenetrationDamping | true or false | not used. | false
|
| solvePreSortConstraints | true or false | sets if the constraints will be ordered by violation amount before solving them. true by default. | true
|
| solveRegularizationFactor | positive decimal value | Affects the amount of regalurization in the SPOOK solver. Set to 1 by default. | 1.0
|
| solveVelFactor | positive decimal value | sets how much the solver will conuter-act velocity differences between two constrained bodies. Set to 1 by default. Don't touch. | 1.0
|
| springForce | positive decimal value | this is the value by which spring strengths are multiplied. Alterning this will change the strength of all springs. | 1000.0
|
| targetPenetration | positive decimal value | sets how much penetration is allowed in a contact | 0.001
|
| time | constant positive decimal value | number of seconds the simulation has been running |
|
| timeDelta | positive decimal value | time between two physics engine solvings | 0.01
|
| timeFactor | positive decimal value | sets the simulation speed. A value of 1 means realtime. | 1.0
|
| warmStart | true or false | whether or not to apply forces at sim start | true
|
| warmStartFactor | positive decimal value | multiplication value of warm-start forces existing at sim start | 0.5
|