Force Field: Planar
A planar force field that attracts and/or repels rigid bodies from a plane, defined by a point and normal vector, depending on the function coefficients. Positive values attract and negative values repel. The net force on the rigid body is calculated using f = constant + linear ‘*’ r + inverseSquare / r^2, where r is the distance to the closest point on the plane.
The planar force field generates forces that cause physics objects to be attracted to or repelled away from a plane. The following list of properties are available.
Installation
To use this Node, you must enable omni.physx.forcefields
in the Extension Manager.
Inputs
Name |
Type |
Description |
Default |
---|---|---|---|
execution |
|
Connection to evaluate this node. |
0 |
primPaths |
|
Apply forces to this list of Prims. Must be rigid bodies for the forces to have any effect. |
|
enabled |
|
Enable or disable this ForceField. Overrides all other settings. |
True |
position |
|
The location of the force field. |
[0.0, 0.0, 0.0] |
range |
|
Forces are not applied when the distance to the force field is outside of this (minimum, maximum) range. Each force field can have a different definition of distance, e.g. for a planar fore field, the distance is to the center, for a plane, the distance is to the closest point on the surface, for a line, it is to the closest point on the line. The minimum or maximum range is ignored if the value is negative. |
[-1.0, -1.0] |
surfaceSampleDensity |
|
Number of rays to cast per square unit of cross sectional area. When Surface Sample Density is disabled, by setting this value to 0, all forces act through the Center of Mass of the Rigid Body and no rotational torques will be applied. Any positive value will enable Surface Sampling. Ray casts are performed against the Collision Object of the Rigid Body in order to apply forces on the surface along the direction of the surface normal. This will apply torques on the Rigid Body that will induce rotation. Higher densities will cast more rays over the surface and spread the same force over the surface area. More ray casts will generate more accurate forces and torques, but will take additional compute time. |
0.0 |
surfaceAreaScaleEnabled |
|
Enable or disable scaling of forces by the surface area that faces in the direction of the applied force. |
True |
normal |
|
The normal vector to the plane. |
|
shape |
|
Derive the position input from this prim instead. |
|
constant |
|
constant applies a steady force. |
0.0 |
linear |
|
linear sets a force that varies with distance to the center. |
0.0 |
inverseSquare |
|
inverseSquare sets a force that varies with the reciprocal of the square of the distance to the center. |
0.0 |