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Vortex 3.0 Features
New C++ API
- User-extensible, object-oriented interface
- Unified access to complete physics and collision libraries
- Large area terrain support
New graphics capabilities
- Graphics interface facilitates integration with any scenegraph
- Automatic position updates and coordinate-transformation mapping to graphics objects
- Improved memory handling enables use of large terrain areas
- Optimized mesh-based terrain geometry enables rapid terrain collision detection
- Fully integrated OSG binary release enables quick-start development
- New OSG tutorials demonstrate step by step physics integration
- Default OSG viewer utilities enable interactive prototyping and design optimization
- Position updates provided automatically for OSG objects
- Node-based terrain creation and collision
Usability tools
- Object-position control modes can be controlled by the user, the scenegraph or the physics of Vortex
- Define free, motorized, or locked modes for individual constraints
- Assign keyboard or joystick controls to a given constraint
- Group and reposition objects and their constraints
- Save and restore the state of any part of the system
- User-selectable solvers for variable physics optimization
New constraints for optional vehicle development capability
- 4-body differential constraint supports tracked vehicles
- Double-hinged constraint for enabling vehicle suspension
- Homokinetic joint constraint allows constant velocity on both ends
Additional Capabilities and Optimizations
- Expanded and improved dynamics and constraints libraries
- Variable constraint compliance enables the addition of flex to joints
- New 3-body screw constraint
- Optional 3-body winch constraint facilitates cable modeling
- Constraint controller enables external events for motors and locks
- Relaxation of constraint coordinates in any axis
- New capsule collision geometry type (cylinder with rounded ends)
- Solver optimization uses real-world measurable parameters such as compliance and damping for controlling constraint relaxation
- Global relaxation for positional, angular and velocity constraints for extra stability during prototyping and iterative design
- Performance can be tailored and optimized using object and constraint groupings combined with independent solving
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