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    <div class="moz-cite-prefix">Dave,<br>
      <br>
      Do you have a particular open-source physics engine that you like?
      Have you done any work in trying to integrate one into an X3D
      scene? We would really like your input and expertise here.<br>
      <br>
      Thanks,<br>
      <br>
      Leonard Daly<br>
      <br>
      <br>
      <br>
      <br>
    </div>
    <blockquote cite="mid:553ACB55.5030406@realmofconcepts.com"
      type="cite">This has been a bother for me since I got into x3d in
      2003.
      <br>
      <br>
      Follow me! @thatvrguy
      <br>
      <br>
      On 4/24/2015 2:57 PM, Christoph Valentin wrote:
      <br>
      <blockquote type="cite">Hi Dave,
        <br>
          I believe, X3DOM has done that and I believe a lot of open
        and/or closed source game engines have done that. No doubt.
        <br>
          The point is, to have it in an ISO standard on a high layer of
        scene description (i.e. X3D/VRML).
        <br>
          All the best
        <br>
          <br>
        Gesendet: Freitag, 24. April 2015 um 19:18 Uhr
        <br>
        Von: "Dave A" <a class="moz-txt-link-rfc2396E" href="mailto:dave@realmofconcepts.com"><dave@realmofconcepts.com></a>
        <br>
        An: "Christoph Valentin" <a class="moz-txt-link-rfc2396E" href="mailto:christoph.valentin@gmx.at"><christoph.valentin@gmx.at></a>,
        <a class="moz-txt-link-abbreviated" href="mailto:x3d-public@3dnpvei.com">x3d-public@3dnpvei.com</a>, "Roy Walmsley"
        <a class="moz-txt-link-rfc2396E" href="mailto:roy.walmsley@ntlworld.com"><roy.walmsley@ntlworld.com></a>
        <br>
        Cc: <a class="moz-txt-link-abbreviated" href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>
        <br>
        Betreff: Re: [x3d-public] Gravity Sensor?
        <br>
        I think what you are asking for is a Physics Engine. Has one
        been
        <br>
        integrated yet? It really needs it.
        <br>
        I think x3dom glued one in somehow.
        <br>
        Dave Arendash
        <br>
        <br>
        On 4/24/2015 7:16 AM, Christoph Valentin wrote:
        <br>
        <blockquote type="cite">Thanks Lauren and Roy,
          <br>
          <br>
          My question was from a theoretical perspective (maybe I will
          do some trials with GeoSpatial component soon).
          <br>
          <br>
          Thinking about railway cars, that contain scenery and avatar
          can enter. --> need superposition of gravity and inertial
          forces (from the acceleration of the railway car).
          <br>
          <br>
          KR
          <br>
          <br>
          <br>
          <br>
          Gesendet: Freitag, 24. April 2015 um 14:12 Uhr
          <br>
          Von: GLG <a class="moz-txt-link-rfc2396E" href="mailto:x3d-public@3dnpvei.com"><x3d-public@3dnpvei.com></a>
          <br>
          An: <a class="moz-txt-link-abbreviated" href="mailto:x3d-public@web3d.org">x3d-public@web3d.org</a>
          <br>
          Betreff: Re: [x3d-public] Gravity Sensor?
          <br>
          Yes there's ParticleSystems (thanks Roy), maybe the
          <br>
          X3DParticlePhysicsModelNode in particular is what you're
          looking for, or the
          <br>
          X3DParticlePhysicsModelNode. Cheers, Lauren
          <br>
          <br>
          <br>
          40.4.4 ForcePhysicsModel
          <br>
          <br>
          GravityPhysicsModel : X3DParticlePhysicsModelNode {
          <br>
          SFBool [in,out] enabled TRUE
          <br>
          SFVec3f [in,out] force 0 -9.8 0 (∞,∞)
          <br>
          SFNode [in,out] metadata NULL [X3DMetadataObject]
          <br>
          }
          <br>
          The ForcePhysicsModel node specifies a physics model that
          applies a constant
          <br>
          force value to the particles. Force may act in any given
          direction vector at
          <br>
          any strength.
          <br>
          <br>
          The force field is used to indicate the strength and direction
          of the force
          <br>
          (e.g., gravity) that should be applied. Force is specified in
          metres per
          <br>
          seconds-squared (m/s2). If the particles are defined to have
          zero mass by
          <br>
          the emitter, the ForcePhysicsModel node has no effect.
          <br>
          <br>
          <br>
          40.4.1 BoundedPhysicsModel
          <br>
          <br>
          BoundedPhysicsModel : X3DParticlePhysicsModelNode {
          <br>
          SFBool [in,out] enabled TRUE
          <br>
          SFNode [in,out] geometry NULL [X3DGeometryNode]
          <br>
          SFNode [in,out] metadata NULL [X3DMetadataObject]
          <br>
          }
          <br>
          The BoundedPhysicsModel node specifies a physics model that
          applies a
          <br>
          user-defined set of geometrical bounds to the particles.
          <br>
          <br>
          The geometry field specifies a piece of geometry that models
          the bounds that
          <br>
          constrain the location of the particles. When a particle
          touches the surface
          <br>
          of the bounds, it is reflected. The particles may be
          restricted to an inside
          <br>
          location or an outside location. All geometry defined by the
          bounds are
          <br>
          considered to be non-solid, regardless of the setting of the
          solid field. It
          <br>
          does not matter whether the particle impacts the front or back
          side of the
          <br>
          geometry. Particles are reflected at the same angle to the
          normal of the
          <br>
          surface to which they impact, continuing in the same
          direction. The
          <br>
          calculation of the correct normal is determined by the rules
          of the geometry
          <br>
          that forms the bounds.
          <br>
          <br>
          EXAMPLE A particle can be made to bounce off an elevation grid
          representing
          <br>
          terrain.
          <br>
          <br>
          <br>
<a class="moz-txt-link-freetext" href="http://www.web3d.org/documents/specifications/19775-1/V3.2/Part01/components">http://www.web3d.org/documents/specifications/19775-1/V3.2/Part01/components</a>
          <br>
          /particle_systems.html
          <br>
          <br>
          <br>
          <br>
          <br>
          -----Original Message-----
          <br>
          From: x3d-public [<a class="moz-txt-link-freetext" href="mailto:x3d-public-bounces@web3d.org">mailto:x3d-public-bounces@web3d.org</a>] On
          Behalf Of Roy
          <br>
          Walmsley
          <br>
          Sent: Friday, April 24, 2015 5:31 AM
          <br>
          To: 'Christoph Valentin'; 'X3D Graphics public mailing list'
          <br>
          Subject: Re: [x3d-public] Gravity Sensor?
          <br>
          <br>
          Christoph,
          <br>
          <br>
          In X3D the only place where forces, including gravity, can be
          included is in
          <br>
          the Particle systems component.
          <br>
          <br>
          There isn't anything like a "gravity sensor". You have to take
          care of it
          <br>
          yourself. This could be done using external code and
          interacting through the
          <br>
          SAI. Alternatively, you could use a Script node to keep
          everything internal
          <br>
          to the scene.
          <br>
          <br>
          >From your reasoning point d) I am assuming you are working
          with the
          <br>
          GeoSpatial component. What sort of things do you want to apply
          gravity to?
          <br>
          <br>
          Roy
          <br>
          <br>
          -----Original Message-----
          <br>
          From: x3d-public [<a class="moz-txt-link-freetext" href="mailto:x3d-public-bounces@web3d.org">mailto:x3d-public-bounces@web3d.org</a>] On
          Behalf Of
          <br>
          Christoph Valentin
          <br>
          Sent: 24 April 2015 10:04
          <br>
          To: X3D Graphics public mailing list
          <br>
          Subject: [x3d-public] Gravity Sensor?
          <br>
          <br>
          A few questions to the community.
          <br>
          <br>
          Is there something like a "gravity sensor" in X3D/VRML?
          <br>
          <br>
          Reasoning:
          <br>
          <br>
          a) The Web3D Browser cares for gravity and collision
          detection, when
          <br>
          controlling the movement of the avatar.
          <br>
          b) However, when controlling the dynamics of an arbitrary
          object, I have to
          <br>
          care for gravity and collision myself
          <br>
          c) In classical scenes, the gravity is 9.81 m.s^-2 in -y
          direction, no
          <br>
          problem
          <br>
          d) But how to calculate gravity in an X3D-Earth scene? Don't
          we need a kind
          <br>
          of "gravity sensor" here?
          <br>
          <br>
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          <br>
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          <br>
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          <br>
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          <br>
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        --
        <br>
        Follow me! @thatvrguy
        <br>
          <br>
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      <br>
      <br>
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      <br>
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      <br>
    </blockquote>
    <br>
    <br>
    <div class="moz-signature">-- <br>
      <font class="tahoma,arial,helvetica san serif" color="#333366">
        <font size="+1"><b>Leonard Daly</b></font><br>
        X3D Co-Chair<br>
        Cloud Consultant<br>
        President, Daly Realism - <i>Creating the Future</i>
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