9
Storing and Accessing Collisions 775
Store Collisions—
Use these options to store
collision information when creating an animation.
For each collision that occurs during the
sim ulation, reactor can record the simulation
time at which the collision occured, the objects
involved, the point of collision, and the relative
velocity during the collision.
•
Do not store—reactor stores no collision data.
•
Store once—reactor stores collision data next
time an animation is created.
•
Always store—reactor always stores collision
data when creating an animation.
# collisions stored—This read-only field reports
how many collisions were stored in reactor last
time an animation was created.
View—Opens the Stored Collisions dialog (page
2–775), which shows a ll t he currently stored
collision information.
Cle ar —Deletes all stored collision information.
Filter Before Storing
Theseoptionsletyouprovidemorespecificdetails
about the collision information you want to record.
Objects—When on, lets you store only collisions
involving particular objects. Use the Objects
button to designate those objects.
ClickthisbuttontoopentheFilter Bodies In
Collisions dialog (page 2–776).Thisallowsyouto
select the pairs of objects whose collisions inte rest
you. Only collisions involving those pairs of
objects are stored.
Velocity —When on, reactor stores only collisions
that occur above a certain velocity. You can specify
the threshold velocity using the provided field.
reactor ignores this filter for phantom collisions.
Define Collision Pairs—Allows you to enable or
disable collision detect ion b etween specified pairs
of objects. You can find out more about this in the
Collisions Rollout (page 2–810) topic.
Stored Collisions Dialog
Collisions List B ox—This list box shows all the
information stored about the collisions ocurred
during the last animation. The information is
organized in different columns:
•
Ticks—The time, in t icks (1/4800th of a second)
when the collision happened.
•
Frame / SMPTE / MM:SS:Tick s—The time, in the
current time units (which can be f rames, ticks,
SMPTE, etc.), when the collision happened.
•
Object A —The first rigid body involved in the
collision.
•
Object B —The second rigid body involved in
the collision.
•
Point —The location of the collision, in world
coordinates.
•
Nor mal—The unit normal of the collision,
specified from B to A.
•
Speed—Therelativevelocityofthetwoobjects
along the specified normal direction.
•
Phantom—Specific information generated by
phantom rigid bodies. There are t hree possible
values:
•
Not Pha ntom—This collision wasn’t
generated by a phantom rigid body.
•
Entering—The time the phantom r igid body
started p enetrating (entered) the other rig id
body.