User Guide
292 APPENDIX E
When positioning a physical model, you are actually specifying the location of its center of mass. This may be
different than the position defi ned for the position of the SceneGroup from which the physical model may have been
made. When fi rst created the physical model will be in the same visual location as the SceneGroup or Viewpoint
object from which it was made. The offset between the physical model and the SceneGroup or ojbect position may
be computed at that time. The importance of the distinction is apparent when using moveTo or transformTo for the
physical model.
It should be noted that for any of the physics based constraints or actions, it is necessary to assign reasonable mass
values when creating the physical models so that physics processing does not become unstable (driven out of scope).
The guidelines for mass and inertia are decribed in the method createPhysicalModel().
If you plan to control the movement of a physical model but want it fi xed for the moment, set a reasonable mass
value when creating it, and also set the fi xed fl ag to true. This will prevent angular and lateral motion, but still enable
collisions. When moving the object, it is preferable to use moveTo / transformTo / rotateTo so that collisions are
properly considered along the move path and fi nal destination.
Properties
type
The object’s type; returns “PhysicalModel”
if (foo.type == ‘PhysicalModel’) { ... }
worldSpacePosition
the position of the object used to create the PhysicalModel, in world space coordinates (as a Vector).
myPhysicalModelCreatorObject.worldSpacePosition = myAnchor3.worldSpacePosition;
worldSpaceOrientation
the rotational orientation of the object used to create the PhysicalModel, in world space coordinates (as a
Rotation). Note that Atmosphere uses the units of Radians for rotations (where a full circle = pi * 2).
myPhysicalModelCreatorObject.worldSpaceOrientation = myAnchor3.worldSpaceOrientation;
worldSpaceTransform
the Transform object (representing the combined position and orientation) of the object used to create the
PhysicalModel, in world space coordinates.
myPhysicalModelCreatorObject.worldSpaceTransform = myAnchor3.worldSpaceTransform;
rigidBodyWorldSpacePosition
the position of the center of mass for the PhysicalModel, in world space coordinates (as a Vector).
myPhysicalModel.rigidBodyWorldSpacePosition = myAnchor3.worldSpacePosition;
rigidBodyWorldSpaceTransform
the Transform (representing the combined position and orientation) of the center of mass for the
PhysicalModel, in world space coordinates.
myPhysicalModel.rigidBodyWorldSpaceTransform = myAnchor3.worldSpaceTransform;










