Box2DBodies | Bodies | Box2D Rigid Bodies | Generic Data |
WorldBoundry | Boundry | Define the boundry of the world .Simulation will still work if bodies reach the end of the world, but it will be slower. | Rectangle |
Gravity | Gravity | Define the gravity vector. | Vector |
VelocityIterations | VelIter | In the velocity phase the solver computes the impulses necessary for the bodies to move correctly. Using fewer iterations increases performance but accuracy suffers. | Integer |
PositionIterations | PosIter | In the position phase the solver adjusts the positions of the bodies to reduce overlap and joint detachment. Using fewer iterations increases performance but accuracy suffers. | Integer |
Timestep | Timestep | By using a larger time step you can improve performance in low frame rate scenarios.But generally you should use a time step no larger than 1/30 seconds.A time step of 1/60 seconds will usually deliver a high quality simulation. | Number |
Grab | Grab | This lets you drag dynamic bodies in Rhino viewports. When on, drag dynamic shape in the Rhino viewport with LMB | Boolean |
Reset | Reset | Reset | Boolean |
Run | Run | Run | Boolean |