* Optional Function Enhancement Add On Library
Virtools Physics Library (Function Enhancement Add On Library)
Havok Realtime Physics
Physics Library

Add Realistic Physics To Your Interactive 3D Experiences

Based on Havok technology, the Physics Library is an add-on library for Virtools developers who want to inject lifelike physics into their applications. Consisting of 29 new building blocks, the Physics Libary provides access to features like gravity, mass, friction, elasticity, physical constraints between objects, and advanced physics models like buoyancy, force fields and car behaviors. These features speed up development, replacing tedious animation work and algorithm implementation by artists and programmers while remaining compatible with existing Virtools non-physics behaviors.

Realistic Physics For Interactive 3D Worlds

The Physics Library lets you create interactive 3D worlds with realistic physics. Use the power of Havokfs technology to apply the laws of physics to your 3D objects. These objects can be convex, concave or ball primitives, and each can have their own mass, friction and elasticity. The topology used for such objects can be different from the version actually rendered onscreen, letting developers make adjustments with a more economical physics model thus reducing processing time for calculating physics behaviors. All physics simulation parameters can be modified at run-time, including gravity, physical time for the overall scene, objects to be added or removed from the physics world, and morec

These features enable dynamic streaming of content that adapts to user interaction. Connections with the Multiuser Server bring hassle-free personalization to the web. That means you can make your business logic first.

Rigid Body Collision Detection And Constraints

The Physics Library not only offers lifelike physics interactions, but also provides superior collision management, surpassing (for ease of use) the standard Virtools collision detection behaviors. Information from the physics simulation is made available as behavior outputs, which can be used by developers to trigger other scripts in the application.

With physics constraints like springs, hinges, point-to-plane and ball joints, developers can create articulated bodies that come to life with animations guided by the physics simulation. This process optimizes production time and budget, since 3D artists no longer have to prepare complex animations in advance to account for all potential movements and interactions.

Ultimately, with the Physics Library, developers have the means to make solid decisions on the best solutions for problems, such as physics versus key-frame animation, encountered throughout production. They can even mix solutions, for example using pre-animated objects with special effects driven by the Physics Library behaviors. The result is simple: reduced development time and budget.

Ready-To-Use Behaviors For Non-Programmers

All physics simulation features are used in the intuitive Virtools platform, as a bundled set of behavior building blocks. In addition to basic features like definition and modification of objectsf physics properties, and creating or destroying constraints, the Physics Library gives developers access to high-level behaviors to manage complex physics simulation models.

Key Overview

  • Realistic physics with 29 documented behavior building blocks
  • Demo samples showing gravity, friction, collision detection, constraints, and more
  • User guide for efficient implementation



CM Labs Vortex Industrial Physics (Custom Libraray)
Vortex is an engine for an industrial, physical simulation of Canada CM Labs Co..
It is possible to the application produced with Virtools to build in the Vortex function by the custom specification.
It already combines with Virtools and there are results used.
Vortex Dynamics
Fast, stable integrator for constrained, articulated rigid bodies.
All bodies support properties such as friction, inertia, torque, rotation, etc.
Bodies may be constrained with equality (joint) and inequality (joint limit and contact) constraints.
Multiple joint types: Ball and Socket, Hinge, Prismatic, Angular, Linear, Universal, Car Wheel and more.
Many joints can be motorized.
Hard contact constraints with no interpenetration.
Many constraints can be modified by joint limits with restitution and damping.
Stable springs with full control over rest length and deformation.
Extremely stable stacking and piling of rigid bodies.
Multiple friction models ranging from frictionless to scalable approximation of Coulomb friction.
Realistic collision response including friction and restitution.
Real-time dynamic response capable of efficiently simulating very large numbers of objects.
Dynamics solver can be optimized for efficiency, full rotational inertia or long chains of objects.
Force management API that allows the application of force fields and user-defined force models, for simulating effects such as wind and electromagnetism.
Stable treatment of degenerate conditions such as excess contact points.
Closed kinematic loops are supported without requiring custom programming or special-case handling.
Collections of objects can be assembled at runtime with specific physics properties, and objects can be added and deleted with no penalty or overhead.
Contact forces and normals available for accurate force feedback.
Stable and accurate vehicle dynamics including suspension models, Car Wheel joint and wheel traction systems.
Vortex Collision
Selectable geometry types include convex polygon mesh, triangle mesh, geometric primitives, or composites of any of the above.
Supports near field collision detection and collision geometry level-of-detail.
Fast, tunable, geometric detection and contact generation for stable collision response.
State-of-the-art mesh collision using oriented bounding boxes (OBB) and far field culling.
Query for collision information on a pair basis for all objects in a given simulation, including list of contact normal generation, penetration distance and surface separation distance.
Built in time of impact estimates.
Terrain supported through triangle meshes, heightfields or triangle lists.
Built in sensor type for triggering events at moment of geometry-sensor intersection