「Thyme-和訳」の編集履歴(バックアップ)一覧はこちら
「Thyme-和訳」(2010/04/16 (金) 01:09:25) の最新版変更点
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'''Thyme'''は、Phun内部につくられたスクリプト言語です。[[Emil氏>http://www.phunland.com/wiki/Emil]]により開発され、重力の大きさなどの値を変更するのに使用されます。
このスクリプトは、[F11]を押して現れるコンソール画面で入力するか、.phnファイル内に埋め込むか、背景にペーストすることで効力を発揮します。なお、[F11]を押して現れるコンソール画面上では、Tabを入力することで自動補完されます。
変数は何に使用されるかによってグループ分けされています。
グループ:
&link_anchor(APP.){APP.}
&link_anchor(Console.){Console.}
&link_anchor(FileInfo.){FileInfo.}(new since Beta 4)
&link_anchor(GUI.){GUI.}(not the same as &link_anchor(App.GUI.){App.GUI.})
&link_anchor(Keys.){Keys.}
&link_anchor(math.){math.}
&link_anchor(Resources.){Resources.}
&link_anchor(SPH.){SPH.}
&link_anchor(Scene.){Scene.} (new since Beta 4)
&link_anchor(Sim.){Sim.}
&link_anchor(System.){System.}
*&aname(APP.,option=nolink){App.}
App.はレンダリングに関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|Background. || サブグループ || &link_anchor(App.Background.){App.Background.}参照|
|DPI || 正の整数 || 1インチ当たりのドットの数 (初期値86)|
|GUI. || サブグループ || &link_anchor(App.GUI.){App.GUI.}参照|
|HQPolygons || true or false || Whether to store polygon distance maps in much larger textures or not|
|Redo || function || Execute a redo step|
|Undo || function || Execute an undo step|
|alwaysCalcContacts || true or false || Whether to calculate collisions every frame or not|
|autosaveEnable || true or false || Whether to autosave every set amount of time or not|
|autosaveTime || 正の小数 || 自動保存をする間隔 (初期値30)|
|borderWidth || 正の小数 || オブジェクトの境界線の幅 (初期値0.1)|
|borders || trueもしくはfalse || Sets if borders should be rendered|
|chainDensityFactor || 正の小数 || The density per circle in a chain divided by two|
|checkForUpdates || true or false || Whether to check for updates and news each "updateinterval" days or not|
|currentPalette || string || The colour palette currently used|
|dragToolStrength || 正の小数 || ドラッグツール(引っ張る)の強さ (初期値0.25)|
|drawBCs || trueもしくはfalse || オブジェクト(ポリゴン)の衝突半径の表示 (初期false)|
|drawBodyCenters || trueもしくはfalse || オブジェクト中心の表示 (初期false)|
|drawCables || true or false || Whether to show cables or not|
|drawCollisions || trueもしくはfalse || 衝突線の表示 (初期false)|
|drawMapOBBs || trueもしくはfalse || If the oriented bounding box map should be visible (初期false)|
|drawOBBs || trueもしくはfalse || If the minimum oriented bounding box (初期false)|
|drawParticleCenters || trueもしくはfalse || 水粒子中心の表示 (初期false)|
|drawParticleNeighbors || true or false || If the connection of particles (water) should be drawn as lines|
|drawScaleIndicator || true or false || Whether to show the scale or not |
|drawSelectionOBB || true or false || App.drawOBBs for objects selected|
|drawVelocityFactor || decimal value || The multiplier for velocity lines (shown when BodyCenters are shown) |
|drawVertices || trueもしくはfalse || ポリゴン頂点の表示 (初期false)|
|enableScriptMenu || true or false || Whether the script menu for each object is accessible or not|
|fadeColor || array of three decimal values || Used in GroovyOn, easteregg function|
|fadeRotate || 少数 || Used in GroovyOn, easteregg function (初期値0)|
|fadeScale || 二つの少数の配列 || Used in GroovyOn, easteregg function (初期値[0.94999999,0.94999999])|
|fadeTranslate || 二つの少数の配列 || Used in GroovyOn, easteregg function (初期値[2,3])|
|forceVertexPolygonDrawing || true or false || Whether to force drawing of all verticies(true) or not (false) (this also upgrades collisions) |
|gpuWater || true or false || Whether to use hardware surface generation (true) or not (false)|
|killerPlanes || true or false || Whether new scenes should add killerPlanes (true) or not (false) (also affects current scene)|
|language || string || 使用する言語|
|laserBroadPhase || true or false || Whether to enable increased performance of lasers (true) or not (false)|
|laserEvents || true or false || Whether to enable onHitByLaser and onLaserHit (true) or not (false)|
|laserResolution || decimal positive value || The quality for finite light speed|
|laserSuperBoost || decimal positive value || Allows more ray splits|
|laserWaterBVH || true or false || Whether to increase laser performance against water using bounding volume hierarchies (true) or not (false)|
|laserWidth || decimal || Laser ray size relative to laser body|
|lineWidth || 正の小数 || 描画時の線の幅 (初期値3)|
|marchingSquaresResolution || decimal || ???|
|maxBorderArea || decimal || The maximum area relative to the geometry that can be taken up by the border|
|maxBorderAreaSpecial || decimal || The maximum area relative to the geometry that can be taken up by the selection border|
|maxCogs || integer || The maximum number of cogs avaliable on each gear|
|maxPointDist || 正の小数 || ポリゴンの頂点の間隔(値が小さいほど高精度) (初期値0.5)|
|maxPolygonBorderFactor || decimal || The width of a polygons border|
|maxSPHspawn || 正の整数 || 生成される水粒子の最大数 (初期値10000)|
|maxTracerLife || positive integer value || The number of frames of an individual tracer that are recorded|
|maxUndo || 正の整数 || やり直しの最大数 (初期値35)|
|metaCutoff || decimal positive value || Meta-surface generation cutoff 0.5|
|metaWater || true or false || Whether meta-surface generation is on (true) or off (false) true|
|minPointDist || decimal positive value || minimum distance between vertices drawn by draw tool 0.20|
|mousePos || array of two decimal values || The position of the mouse|
|numColorsInRainbow || positive integer || The number of colours each ray splits into 12|
|pointSize || positive decimal value || (integer recommended?) size of vertex points(if visible) 4.0|
|polytoolPreviewColor || array of four decimal values || The color of the preview area of each polygon [1, 0.5, 1, 0.4]|
|scaleGravityField || true or false || Whether to scale field arrows with gravity strength(true) or not(false) false|
|sceneFadeInTime || decimal || How long it takes for a scene to fade in 1|
|screenshotsWithAlpha || true or false || Saves scenes with the alpha channel in tact (transparent screenshots) false|
|showGravityField || true or false || Whether to show the gravity field for attraction(true) or not(false) false|
|updateInterval || positive integer || The news and update checking interval (days) 1|
|waterColor || array of three decimal values || The color of the water [0.1, 0.1, 1.0, 0.7]|
|waterElongation || decimal positive value || multiplier for stretching of water drops when speed increases 0.050|
|waterFanceyFactor || decimal positive value || quality of fancy water rendering 10.0|
|waterMaxElongation || decimal positive value || Maximum stretch of fancy water droplets 2.0|
|waterRefractiveIndex || decimal positive value || The reflective-ness of water 1.33|
|waterTracerLightness || decimal positive value || How bright water tracers are in relation to the colour of the water 0.75|
|waterTracerSize || decimal positive value || The size of the water tracers 0.015|
|waterTracers || integer || The fraction of a water particle that should have a tracer 0|
&aname(App.Background.,option=nolink){APP.Background.} はPhunの背景の空に関係のある変数のグループです。
変数のリスト:
|変数名||変数型||説明|
|cloudOpacity || 正の少数 || 背景の雲の透明度 (初期0.89999998)|
|cuteClouds || boolean || Whether to use normal (false) or cute (true) clouds|
|drawClouds || trueもしくはfalse || 雲の表示 (初期true)|
|skyColor || 四つの少数 || 背景の色[赤,緑,青,透] (初期値[0.30000001,0.40000001,1,1])|
&aname(App.GUI.,option=nolink){App.GUI.}はGUIに関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|Forces. || sub group || &link_anchor(App.GUI.Forces.){App.GUI.Forces.}参照|
|Rebuild || function || Reload all the GUI.|
|alikeTolerance || integer || The maximum number of differences to be selected by the "Select alike" command 0|
|allowDrawSelect || boolean || Select by encircling on (true) or off (false) true|
|cv_sketchMorphTime || float || The time before a shape is formed by the sketch tool 0.5|
|dragUndo || boolean || Whether drag saves an undo step (true) or not (false) true|
|drawDragLine || boolean || Whether to show the line from the point of dragging to the mouse (true) or not (false) true|
|drawHingesWhenRunning || boolean || Whether to show hinges when running (true) or not (false) true|
|geomGenMinArea || float || Not sure what this does 0.0009|
|geomGenShrink || float || Not sure what this does either -0.0033|
|geomGenTolerance || float || Not sure what this does either 1.2|
|level || integer || The level of interface 1 (Simple), 2 (Medium) or 3 (Advanced) 1|
|toolGestureSensitivity || float || How sensitive cancel gestures are 1|
|toolGestures || boolean || Whether to cancel a tool by shaking the mouse (true) or not (false) true|
|toolSpecificCursors || boolean || Whether to show a different cursor for each tool (true) or not (false) true|
|trapUser || boolean || Whether the user is able to quit, open ingame links and toggle fullscreen (false) or not (true) false|
|useHSL || boolean || Use the old colour system (Hue Saturation Lightness)(true) as opposed to HSV (Hue Saturation Value)(false) false|
|zoomFactor || float || How fast a user zooms in and out 0.2|
&aname(App.GUI.Forces.,option=nolink){App.GUI.Forces.}は~に関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|airBuoyancy || boolean || Whether to show the visualisation for airBuoyancy (true) or not (false) true|
|airBuoyancyText || string || The text to show accompanying the airBuoyancy visualisation -adg|
|airFriction || boolean || Whether to show the visualisation for airFriction (true) or not (false) ture|
|airFrictionText || string || The text to show accompanying the airFriction visualisation -fv|
|attraction || boolean || Whether to show the visualisation for attraction (true) or not (false) true|
|attractionText || string || The text to show accompanying the attraction attraction visualisation A|
|contactCombinationDistance || float || The distance in screen centimetres(cm) distance before normal visualisation arrows join into one 1.2|
|drawForces || boolean || Whether to show all force visualisations (true) or not (false) false|
|drawNames || boolean || Whether to show all force names (true) or not (false) true|
|drawValues || boolean || Whether to show all force values (true) or not (false) false|
|external || boolean || Whether to show the visualisation for external forces (true) or not (false) true|
|externalText || string || The text to show accompanying the external forces visualisation ext|
|forceScale || float || The scale of the arrow visualisation of foce visualisation 1|
|friction || boolean || Whether to show the visualisation for friction (true) or not (false) true|
|frictionProjection || boolean || Whether to show friction from both directions (false) or the direction the force pushes(true) true|
|frictionText || string || The text to show accompanying the friction visualisation T|
|gravity || boolean || Whether to show the visualisation for gravity (true) or not (false) true|
|gravityText || string || The text to show accompanying the gravity visualisation mg|
|hinge || boolean || Whether to show the visualisation for the for the force of hinges (true) or not (false) true|
|hingeText || string || The text to show accompanying the hinge visualisation H|
|normal || boolean || Whether to show the visualisation for normal forces (true) or not (false) true|
|normalText || string || The text to show accompanying the normal forces visualisation N|
|spring || boolean || Whether to show the visualisation for spring forces (true) or not (false) true|
|springText || string || The text to show accompanying the spring forces visualisation -kx-bv|
|total || boolean || Whether to show the visualisation for the total force (true) or not (false) true|
|totalText || string || The text to show accompanying the total force visualisation|
|velScale || float || The scale of the velocity visualisation 1|
|velocities || boolean || Whether to show the visualisation for velocities (true) or not (false) false|
*&aname(Console.,option=nolink){Console.}
コンソール関連の変数群です。
変数のリスト:
|変数名||変数型||説明|
|clear || function || Clears the console window|
|color || four positive decimal values || The RGBA color code for the console window|
|delay || positive decimal value || The amount of seconds it takes before the console appears|
|fade || true or false || If the console window should fade in transparency lengthwise|
|screenSize || positive decimal value || How much of the screen should be covered by the console. 0.0 = 0%, 1 = 100%|
|scroll || true or false || If the console window should scroll in view, or fade in view when opened|
*&aname(FileInfo.,option=nolink){FileInfo.}
FileInfo.(ファイル情報)はファイルの作者名・タイトル・説明 を扱います。
変数のリスト:
|変数名||変数型||説明|
|author || string || Defines the author of a file|
|description || string || Gives a description of the file|
|title || string || The title of the file|
|version || string || Version of thyme used to make the file|
*&aname(GUI.,option=nolink){GUI.}
操作画面に関連するものです。表示に使用するフォントやウィンドウのサイズ等を扱います。
変数のリスト:
|変数名||変数型||説明|
|clickTimeTolerance || positive decimal value || how long time in seconds before a click is no longer a click|
|clcikTolerance || positive decimal value || how far in pixels the mouse may move before a click is not longer a click|
|crispFontFactor|| positive decimal value || amount of crispiness on the fonts.. Don't touch, default is good enough|
|crispFonts|| true or false || Whether or not to use crisp fonts|
|font|| string || what font to use. Only fixedsys and arial_black are supported as of now|
|fontShadow|| true or false || whether or not to render shadows of text|
|fontShadowOffset|| array of two decimal values || XY offset of shadow|
|forceOSCursor|| true or false || force operating system cursor or use the phun cursors|
|opaqueness|| positive decimal value || transparency of user interface|
|scale||positive decimal value || scale of user interface|
*&aname(Keys.,option=nolink){Keys.}
Keysはキーをバインドすることにのみ使用します。
この関数を使うことで、あるキーが押下されたとき実行するコードを記述出来ます。
Keys.bind("space", {Sim.running = ! Sim.running});
*&aname(math.,option=nolink){math.}
Mathに変数はなく、数学的な定数と関数を提供します。
変数のリスト:
|変数名||変数型||説明|
|acos(x) || function, x = decimal || returns the inverse cosine of the number entered |
|add(x,y) || function, x & y = decimal || adds two numbers together|
|asin(x) || function, x = decimal || returns the inverse sine of the number entered |
|atan(x) || function, x = decimal || returns the inverse tangent of the number entered |
|cos(x) || function, x = decimal || returns the cosine of the number entered |
|divide(x,y) || function, x & y = decimal || divides x by y |
|multiply(x,y) || function, x & y = decimal|| multiplies x by y |
|negate(x) || function, x = boolean || flips the value of x |
|pi || constant || gives a value of 3.1415926535.... |
|sin(x) || function, x = decimal || returns the sine of the number entered |
|subtract(x,y) || function, x & y = decimal|| subtracts y from x |
|tan(x) || function, x = decimal || returns the tangent of the number entered |
*&aname(Resources.,option=nolink){Resources.}
Resourcesはほとんどのユーザーは無視してかまいません。16bitテクスチャやシェーダなどのリソースへのアクセスを扱います。
変数のリスト:
|変数名||変数型||説明|
|force16BitTextures || true or false || whether or not 16 bit color-mode should be used|
|loadAll || function || loads all resources into the ram|
|reloadAll || function || reload all resources|
|reloadShaders || function || reload only shaders|
|reloadTextures || function || reload only textures|
|shaders || true or false || whether or not shaders should be used|
|unloadAll || function || unload all resources|
|vramUsage || read-only decimal positive value || how much bytes of video RAM are used by Phun|
*&aname(SPH.,option=nolink){SPH.}
SPHとは[[Smoothed Particle Hydrodynamics>http://en.wikipedia.org/wiki/Smoothed_particle_hydrodynamics]]のことで、phunにおける流体のシミュレーションに使われています。SPH粒子は流体と、その密度や流れを表現します。粒子の動きは圧力、粘性、また様々な外的な力(重力や界面の状態など)に左右されます。流体は圧力の働きにより体積を一定に保とうとしますが、phunでの処理時間の制約により、現実の水よりはかなり弾力があります。
変数のリスト:
|変数名||変数型||説明|
|SPH.AVG_density || decimal positive value || average density of the water (related to pressure)|
|SPH.AVG_neighCount|| decimal positive value || average number of neighbouring drops of water |
|SPH.AVG_pressure|| decimal positive value || average pressure exerted on the water|
|SPH.bucketSize|| decimal positive value || use when checking SPH neighbourhood. Changing this value should not affect behavior, but may affect performance.|
|SPH.density|| decimal positive value || the weight of a water droplet.|
|SPH.friction|| decimal positive value || the amount of friction experienced between two water droplets.|
|SPH.hashInfo|| function || gives information about the water. Bucket size, number of particles and average bucket size|
|SPH.influence|| decimal positive value || the influcence radius of an SPH particle. A larger value will give a slower, but maybe more stable, simulation.|
|SPH.jitter|| decimal positive value || adds random movement to the SPH particle. The larger the value, the stronger forces. A value of 0 means no jitter.|
|SPH.pressMultiplier|| decimal positive value || multiplication factor of pressure forces|
|SPH.radius|| decimal positive value || the size of a water droplet.|
|SPH.restitution|| decimal positive value || the amount of bounciness of the water|
|SPH.soundSpeed|| decimal positive value || the update frequency of the water system|
|SPH.specialPressure|| true or false || changes to a different pressure averaging formula|
|SPH.surfaceTension|| decimal positive value || not used|
|SPH.vaporizeTime || decimal positive value || the time that a water droplet can be idle before it disappears.|
|SPH.viscMultiplier|| decimal positive value || multiplication factor of viscosity forces|
|SPH.viscosity|| decimal positive value || the viscosity of the water|
*&aname(Scene.,option=nolink){Scene.}
Sceneは主にphunのファイルを操作するのに使い、例えばオブジェクトを追加したり、削除したりすることが出来ます。
|変数名||変数型||説明|
|Camera. || sub-group || see &link_anchor(Scene.Camera.){Scene.Camera.}|
|Clear || function || clears the entire scene of objects and water|
|EraseWater || function || clears only water|
|New || function || creates a new scene, and resets all scene variables to default|
|addBox || function || adds a box|
|addCircle || function || adds a circle|
|addFixjoint || function || adds a fixate|
|addGroup || function || adds a group|
|addHinge || function || adds a hinge|
|addPen || function || adds a pen|
|addPlane || function || adds a plane|
|addPolygon || function || adds a complex polygon|
|addSpring || function || adds a spring|
|addWater || function || adds water|
|addWidget || function || adds a window|
|author || string || author of the file|
|description || string || description of file|
|title || string || title of file|
「addXXX」となっている関数については、[[phn形式について]]もご覧下さい。
&aname(Scene.Camera.,option=nolink){Scene.Camera.} は &link_anchor(Scene.){Scene.} のサブグループで、カメラに関する変数群です。ズームとパンを扱います。
|変数名||変数型||説明|
|pan || array of two decimal values || XY position of the camera |
|zoom || positive decimal value || zoom factor of camera|
*&aname(Sim.,option=nolink){Sim.}
Simはかなり大きな変数グループで、シミュレーションを制御する様々な変数を扱っています。シミュレーションの精度を変更したり、摩擦などに影響を与えたり出来ます。また、一部の力学エンジンを使用するか否かも決められます。これらの変数はphunの内部に影響を与えるので、&u(){弄る時は自己責任}でお願いします。
|変数名||変数型||説明|
|adHocSolver || true or false || if true, switches from [[SPOOK>http://www.phunland.com/wiki/SPOOK]] to a different and more basic solver. default is false|
|airDensity || positive decimal value || density of the air|
|airFrictionLinear || positive decimal value || linear friction of the air |
|airFrictionQuadratic || positive decimal value || quadratic friction of the air|
|airSwitch || true or false || whether air friction is enabled or not|
|defaultBodyDensity || positive decimal value || default density of objects|
|defaultBodyFriction || positive decimal value || default friction of objects|
|defaultBodyRestitution || positive decimal value || default bounciness of objects|
|fallLimit || positive decimal value || the limit of when an object gets deleted after falling outside of the screen|
|gravity || array of two decimal values || X and Y force of gravity|
|gravitySwitch || true or false || whether gravity is enabled or not|
|leapFrog || true or false || if false, switches to euler integration instead of leap-frog. true by default.|
|maxPositionCorrection || positive decimal value || sets the maximum penetration used when applying impulses in constraint violations. Set to infinity by default.|
|prioritizedSolver || true or false || if set to true, will yield a more stable, but far slower, constraint solver.|
|rotFrictionLinear || positive decimal value || linear rotational friction|
|running || true or false || whether the simulation is running or not|
|solveAccFactor || positive decimal value || sets how much the solver will conuter-act acceleration differences between two constrained bodies. Set to 1 by default. Don't touch.|
|solveConstant || positive decimal value || Affects the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver. Don't touch!|
|solveDconstraints || positive decimal value || The number of time steps the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver will aim to satisfy a hinge contraint within. A low number means faster convergence; a high number means more damped and stable simulation.|
|solveDcontacts || positive decimal value || The number of time steps the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver will aim to satisfy c contact within. A low number means faster convergence; a high number means more damped and stable simulation.|
|solveDistFactor || positive decimal value || sets how much the solver will conuter-act penteration in constraint violation. Set to 1 by default. Don't touch.|
|solveIter || positive decimal value || the number of constraint solving iterations. A higher number means a more stable simulation.|
|solvePenetrationDamping || true or false || not used.|
|solvePreSortConstraints || true or false || sets if the constraints will be ordered by violation amount before solving them. true by default.|
|solveRegularizationFactor || positive decimal value || Affects the amount of regalurization in the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver. Set to 1 by default.|
|solveVelFactor || positive decimal value || sets how much the solver will conuter-act velocity differences between two constrained bodies. Set to 1 by default. Don't touch.|
|springForce || positive decimal value || this is the value by which spring strengths are multiplied. Alterning this will change the strength of all springs.|
|targetPenetration || positive decimal value || sets how much penetration is allowed in a contact|
|time || constant positive decimal value || number of seconds the simulation has been running|
|timeDelta || positive decimal value || time between two physics engine solvings|
|timeFactor || positive decimal value || sets the simulation speed. A value of 1 means realtime.|
|warmStart || true or false || whether or not to apply forces at sim start|
|warmStartFactor || positive decimal value || multiplication value of warm-start forces existing at sim start|
*&aname(System.,option=nolink){System.}
Systemはシステムに関する設定です。よほど知識のある方以外は触らないでください。
変数のリスト:
|変数名||変数型||説明|
|antiAlias || positive integer value || determines the amount of antialias used|
|depth || positive integer value || color depth|
|exit || function || shuts down the game|
|fullscreen || true or false || sets phun to fullscreen and back|
|maxFPS || decimal positive value || the maximum allowed FPS|
|minFPS || decimal positive value || the minimum allowed FPS|
|objectCurrent || Read only positive integer value || don't touch|
|objectHandleCurrent || Read only positive integer value || don't touch|
|objectTotal || Read only positive integer value || the total amount of objects|
|recreateWindow || function || rebuilds the main window|
|resizable || true or false || if the window can be resized or not|
|resolution || array of 2 positive integers || the resolution of the window|
|screenshot || function || makes a screenshot of the window|
|time || decimal positive value || the amount of seconds the game has been running|
|vSync || true or false || if vSync is enabled|
'''Thyme'''は、Phun内部につくられたスクリプト言語です。[[Emil氏>http://www.phunland.com/wiki/Emil]]により開発され、重力の大きさなどの値を変更するのに使用されます。
このスクリプトは、[F11]を押して現れるコンソール画面で入力するか、.phnファイル内に埋め込むか、背景にペーストすることで効力を発揮します。なお、[F11]を押して現れるコンソール画面上では、Tabを入力することで自動補完されます。
変数は何に使用されるかによってグループ分けされています。
グループ:
&link_anchor(APP.){APP.}
&link_anchor(Console.){Console.}
&link_anchor(FileInfo.){FileInfo.}(new since Beta 4)
&link_anchor(GUI.){GUI.}(not the same as &link_anchor(App.GUI.){App.GUI.})
&link_anchor(Keys.){Keys.}
&link_anchor(math.){math.}
&link_anchor(Resources.){Resources.}
&link_anchor(SPH.){SPH.}
&link_anchor(Scene.){Scene.} (new since Beta 4)
&link_anchor(Sim.){Sim.}
&link_anchor(System.){System.}
*&aname(APP.,option=nolink){App.}
App.はレンダリングに関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|Background. || サブグループ || &link_anchor(App.Background.){App.Background.}参照|
|DPI || 正の整数 || 1インチ当たりのドットの数 (初期値86)|
|GUI. || サブグループ || &link_anchor(App.GUI.){App.GUI.}参照|
|HQPolygons || true or false || Whether to store polygon distance maps in much larger textures or not|
|Redo || function || Execute a redo step|
|Undo || function || Execute an undo step|
|alwaysCalcContacts || true or false || Whether to calculate collisions every frame or not|
|autosaveEnable || true or false || Whether to autosave every set amount of time or not|
|autosaveTime || 正の小数 || 自動保存をする間隔 (初期値30)|
|borderWidth || 正の小数 || オブジェクトの境界線の幅 (初期値0.1)|
|borders || trueもしくはfalse || Sets if borders should be rendered|
|chainDensityFactor || 正の小数 || The density per circle in a chain divided by two|
|checkForUpdates || true or false || Whether to check for updates and news each "updateinterval" days or not|
|currentPalette || string || The colour palette currently used|
|dragToolStrength || 正の小数 || ドラッグツール(引っ張る)の強さ (初期値0.25)|
|drawBCs || trueもしくはfalse || オブジェクト(ポリゴン)の衝突半径の表示 (初期false)|
|drawBodyCenters || trueもしくはfalse || オブジェクト中心の表示 (初期false)|
|drawCables || true or false || Whether to show cables or not|
|drawCollisions || trueもしくはfalse || 衝突線の表示 (初期false)|
|drawMapOBBs || trueもしくはfalse || If the oriented bounding box map should be visible (初期false)|
|drawOBBs || trueもしくはfalse || If the minimum oriented bounding box (初期false)|
|drawParticleCenters || trueもしくはfalse || 水粒子中心の表示 (初期false)|
|drawParticleNeighbors || true or false || If the connection of particles (water) should be drawn as lines|
|drawScaleIndicator || true or false || Whether to show the scale or not |
|drawSelectionOBB || true or false || App.drawOBBs for objects selected|
|drawVelocityFactor || decimal value || The multiplier for velocity lines (shown when BodyCenters are shown) |
|drawVertices || trueもしくはfalse || ポリゴン頂点の表示 (初期false)|
|enableScriptMenu || true or false || Whether the script menu for each object is accessible or not|
|fadeColor || array of three decimal values || 隠し機能のパラメータ|
|fadeRotate || 少数 || 隠し機能のパラメータ(初期値0)|
|fadeScale || 二つの少数の配列 || 隠し機能のパラメータ(初期値[0.94999999,0.94999999])|
|fadeTranslate || 二つの少数の配列 || 隠し機能のパラメータ(初期値[2,3])|
|forceVertexPolygonDrawing || true or false || Whether to force drawing of all verticies(true) or not (false) (this also upgrades collisions) |
|gpuWater || true or false || Whether to use hardware surface generation (true) or not (false)|
|killerPlanes || true or false || Whether new scenes should add killerPlanes (true) or not (false) (also affects current scene)|
|language || string || 使用する言語|
|laserBroadPhase || true or false || Whether to enable increased performance of lasers (true) or not (false)|
|laserEvents || true or false || Whether to enable onHitByLaser and onLaserHit (true) or not (false)|
|laserResolution || decimal positive value || The quality for finite light speed|
|laserSuperBoost || decimal positive value || Allows more ray splits|
|laserWaterBVH || true or false || Whether to increase laser performance against water using bounding volume hierarchies (true) or not (false)|
|laserWidth || decimal || Laser ray size relative to laser body|
|lineWidth || 正の小数 || 描画時の線の幅 (初期値3)|
|marchingSquaresResolution || decimal || ???|
|maxBorderArea || decimal || The maximum area relative to the geometry that can be taken up by the border|
|maxBorderAreaSpecial || decimal || The maximum area relative to the geometry that can be taken up by the selection border|
|maxCogs || integer || The maximum number of cogs avaliable on each gear|
|maxPointDist || 正の小数 || ポリゴンの頂点の間隔(値が小さいほど高精度) (初期値0.5)|
|maxPolygonBorderFactor || decimal || The width of a polygons border|
|maxSPHspawn || 正の整数 || 生成される水粒子の最大数 (初期値10000)|
|maxTracerLife || positive integer value || The number of frames of an individual tracer that are recorded|
|maxUndo || 正の整数 || やり直しの最大数 (初期値35)|
|metaCutoff || decimal positive value || Meta-surface generation cutoff 0.5|
|metaWater || true or false || Whether meta-surface generation is on (true) or off (false) true|
|minPointDist || decimal positive value || minimum distance between vertices drawn by draw tool 0.20|
|mousePos || array of two decimal values || The position of the mouse|
|numColorsInRainbow || positive integer || The number of colours each ray splits into 12|
|pointSize || positive decimal value || (integer recommended?) size of vertex points(if visible) 4.0|
|polytoolPreviewColor || array of four decimal values || The color of the preview area of each polygon [1, 0.5, 1, 0.4]|
|scaleGravityField || true or false || Whether to scale field arrows with gravity strength(true) or not(false) false|
|sceneFadeInTime || decimal || How long it takes for a scene to fade in 1|
|screenshotsWithAlpha || true or false || Saves scenes with the alpha channel in tact (transparent screenshots) false|
|showGravityField || true or false || Whether to show the gravity field for attraction(true) or not(false) false|
|updateInterval || positive integer || The news and update checking interval (days) 1|
|waterColor || array of three decimal values || The color of the water [0.1, 0.1, 1.0, 0.7]|
|waterElongation || decimal positive value || multiplier for stretching of water drops when speed increases 0.050|
|waterFanceyFactor || decimal positive value || quality of fancy water rendering 10.0|
|waterMaxElongation || decimal positive value || Maximum stretch of fancy water droplets 2.0|
|waterRefractiveIndex || decimal positive value || The reflective-ness of water 1.33|
|waterTracerLightness || decimal positive value || How bright water tracers are in relation to the colour of the water 0.75|
|waterTracerSize || decimal positive value || The size of the water tracers 0.015|
|waterTracers || integer || The fraction of a water particle that should have a tracer 0|
&aname(App.Background.,option=nolink){APP.Background.} はPhunの背景の空に関係のある変数のグループです。
変数のリスト:
|変数名||変数型||説明|
|cloudOpacity || 正の少数 || 背景の雲の透明度 (初期0.89999998)|
|cuteClouds || boolean || Whether to use normal (false) or cute (true) clouds|
|drawClouds || trueもしくはfalse || 雲の表示 (初期true)|
|skyColor || 四つの少数 || 背景の色[赤,緑,青,透] (初期値[0.30000001,0.40000001,1,1])|
&aname(App.GUI.,option=nolink){App.GUI.}はGUIに関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|Forces. || sub group || &link_anchor(App.GUI.Forces.){App.GUI.Forces.}参照|
|Rebuild || function || Reload all the GUI.|
|alikeTolerance || integer || The maximum number of differences to be selected by the "Select alike" command 0|
|allowDrawSelect || boolean || Select by encircling on (true) or off (false) true|
|cv_sketchMorphTime || float || The time before a shape is formed by the sketch tool 0.5|
|dragUndo || boolean || Whether drag saves an undo step (true) or not (false) true|
|drawDragLine || boolean || Whether to show the line from the point of dragging to the mouse (true) or not (false) true|
|drawHingesWhenRunning || boolean || Whether to show hinges when running (true) or not (false) true|
|geomGenMinArea || float || Not sure what this does 0.0009|
|geomGenShrink || float || Not sure what this does either -0.0033|
|geomGenTolerance || float || Not sure what this does either 1.2|
|level || integer || The level of interface 1 (Simple), 2 (Medium) or 3 (Advanced) 1|
|toolGestureSensitivity || float || How sensitive cancel gestures are 1|
|toolGestures || boolean || Whether to cancel a tool by shaking the mouse (true) or not (false) true|
|toolSpecificCursors || boolean || Whether to show a different cursor for each tool (true) or not (false) true|
|trapUser || boolean || Whether the user is able to quit, open ingame links and toggle fullscreen (false) or not (true) false|
|useHSL || boolean || Use the old colour system (Hue Saturation Lightness)(true) as opposed to HSV (Hue Saturation Value)(false) false|
|zoomFactor || float || How fast a user zooms in and out 0.2|
&aname(App.GUI.Forces.,option=nolink){App.GUI.Forces.}は~に関する設定を扱います。
変数のリスト:
|変数名||変数型||説明|
|airBuoyancy || boolean || Whether to show the visualisation for airBuoyancy (true) or not (false) true|
|airBuoyancyText || string || The text to show accompanying the airBuoyancy visualisation -adg|
|airFriction || boolean || Whether to show the visualisation for airFriction (true) or not (false) ture|
|airFrictionText || string || The text to show accompanying the airFriction visualisation -fv|
|attraction || boolean || Whether to show the visualisation for attraction (true) or not (false) true|
|attractionText || string || The text to show accompanying the attraction attraction visualisation A|
|contactCombinationDistance || float || The distance in screen centimetres(cm) distance before normal visualisation arrows join into one 1.2|
|drawForces || boolean || Whether to show all force visualisations (true) or not (false) false|
|drawNames || boolean || Whether to show all force names (true) or not (false) true|
|drawValues || boolean || Whether to show all force values (true) or not (false) false|
|external || boolean || Whether to show the visualisation for external forces (true) or not (false) true|
|externalText || string || The text to show accompanying the external forces visualisation ext|
|forceScale || float || The scale of the arrow visualisation of foce visualisation 1|
|friction || boolean || Whether to show the visualisation for friction (true) or not (false) true|
|frictionProjection || boolean || Whether to show friction from both directions (false) or the direction the force pushes(true) true|
|frictionText || string || The text to show accompanying the friction visualisation T|
|gravity || boolean || Whether to show the visualisation for gravity (true) or not (false) true|
|gravityText || string || The text to show accompanying the gravity visualisation mg|
|hinge || boolean || Whether to show the visualisation for the for the force of hinges (true) or not (false) true|
|hingeText || string || The text to show accompanying the hinge visualisation H|
|normal || boolean || Whether to show the visualisation for normal forces (true) or not (false) true|
|normalText || string || The text to show accompanying the normal forces visualisation N|
|spring || boolean || Whether to show the visualisation for spring forces (true) or not (false) true|
|springText || string || The text to show accompanying the spring forces visualisation -kx-bv|
|total || boolean || Whether to show the visualisation for the total force (true) or not (false) true|
|totalText || string || The text to show accompanying the total force visualisation|
|velScale || float || The scale of the velocity visualisation 1|
|velocities || boolean || Whether to show the visualisation for velocities (true) or not (false) false|
*&aname(Console.,option=nolink){Console.}
コンソール関連の変数群です。
変数のリスト:
|変数名||変数型||説明|
|clear || function || Clears the console window|
|color || four positive decimal values || The RGBA color code for the console window|
|delay || positive decimal value || The amount of seconds it takes before the console appears|
|fade || true or false || If the console window should fade in transparency lengthwise|
|screenSize || positive decimal value || How much of the screen should be covered by the console. 0.0 = 0%, 1 = 100%|
|scroll || true or false || If the console window should scroll in view, or fade in view when opened|
*&aname(FileInfo.,option=nolink){FileInfo.}
FileInfo.(ファイル情報)はファイルの作者名・タイトル・説明 を扱います。
変数のリスト:
|変数名||変数型||説明|
|author || string || Defines the author of a file|
|description || string || Gives a description of the file|
|title || string || The title of the file|
|version || string || Version of thyme used to make the file|
*&aname(GUI.,option=nolink){GUI.}
操作画面に関連するものです。表示に使用するフォントやウィンドウのサイズ等を扱います。
変数のリスト:
|変数名||変数型||説明|
|clickTimeTolerance || positive decimal value || how long time in seconds before a click is no longer a click|
|clcikTolerance || positive decimal value || how far in pixels the mouse may move before a click is not longer a click|
|crispFontFactor|| positive decimal value || amount of crispiness on the fonts.. Don't touch, default is good enough|
|crispFonts|| true or false || Whether or not to use crisp fonts|
|font|| string || what font to use. Only fixedsys and arial_black are supported as of now|
|fontShadow|| true or false || whether or not to render shadows of text|
|fontShadowOffset|| array of two decimal values || XY offset of shadow|
|forceOSCursor|| true or false || force operating system cursor or use the phun cursors|
|opaqueness|| positive decimal value || transparency of user interface|
|scale||positive decimal value || scale of user interface|
*&aname(Keys.,option=nolink){Keys.}
Keysはキーをバインドすることにのみ使用します。
この関数を使うことで、あるキーが押下されたとき実行するコードを記述出来ます。
Keys.bind("space", {Sim.running = ! Sim.running});
*&aname(math.,option=nolink){math.}
Mathに変数はなく、数学的な定数と関数を提供します。
変数のリスト:
|変数名||変数型||説明|
|acos(x) || function, x = decimal || returns the inverse cosine of the number entered |
|add(x,y) || function, x & y = decimal || adds two numbers together|
|asin(x) || function, x = decimal || returns the inverse sine of the number entered |
|atan(x) || function, x = decimal || returns the inverse tangent of the number entered |
|cos(x) || function, x = decimal || returns the cosine of the number entered |
|divide(x,y) || function, x & y = decimal || divides x by y |
|multiply(x,y) || function, x & y = decimal|| multiplies x by y |
|negate(x) || function, x = boolean || flips the value of x |
|pi || constant || gives a value of 3.1415926535.... |
|sin(x) || function, x = decimal || returns the sine of the number entered |
|subtract(x,y) || function, x & y = decimal|| subtracts y from x |
|tan(x) || function, x = decimal || returns the tangent of the number entered |
*&aname(Resources.,option=nolink){Resources.}
Resourcesはほとんどのユーザーは無視してかまいません。16bitテクスチャやシェーダなどのリソースへのアクセスを扱います。
変数のリスト:
|変数名||変数型||説明|
|force16BitTextures || true or false || whether or not 16 bit color-mode should be used|
|loadAll || function || loads all resources into the ram|
|reloadAll || function || reload all resources|
|reloadShaders || function || reload only shaders|
|reloadTextures || function || reload only textures|
|shaders || true or false || whether or not shaders should be used|
|unloadAll || function || unload all resources|
|vramUsage || read-only decimal positive value || how much bytes of video RAM are used by Phun|
*&aname(SPH.,option=nolink){SPH.}
SPHとは[[Smoothed Particle Hydrodynamics>http://en.wikipedia.org/wiki/Smoothed_particle_hydrodynamics]]のことで、phunにおける流体のシミュレーションに使われています。SPH粒子は流体と、その密度や流れを表現します。粒子の動きは圧力、粘性、また様々な外的な力(重力や界面の状態など)に左右されます。流体は圧力の働きにより体積を一定に保とうとしますが、phunでの処理時間の制約により、現実の水よりはかなり弾力があります。
変数のリスト:
|変数名||変数型||説明|
|SPH.AVG_density || decimal positive value || average density of the water (related to pressure)|
|SPH.AVG_neighCount|| decimal positive value || average number of neighbouring drops of water |
|SPH.AVG_pressure|| decimal positive value || average pressure exerted on the water|
|SPH.bucketSize|| decimal positive value || use when checking SPH neighbourhood. Changing this value should not affect behavior, but may affect performance.|
|SPH.density|| decimal positive value || the weight of a water droplet.|
|SPH.friction|| decimal positive value || the amount of friction experienced between two water droplets.|
|SPH.hashInfo|| function || gives information about the water. Bucket size, number of particles and average bucket size|
|SPH.influence|| decimal positive value || the influcence radius of an SPH particle. A larger value will give a slower, but maybe more stable, simulation.|
|SPH.jitter|| decimal positive value || adds random movement to the SPH particle. The larger the value, the stronger forces. A value of 0 means no jitter.|
|SPH.pressMultiplier|| decimal positive value || multiplication factor of pressure forces|
|SPH.radius|| decimal positive value || the size of a water droplet.|
|SPH.restitution|| decimal positive value || the amount of bounciness of the water|
|SPH.soundSpeed|| decimal positive value || the update frequency of the water system|
|SPH.specialPressure|| true or false || changes to a different pressure averaging formula|
|SPH.surfaceTension|| decimal positive value || not used|
|SPH.vaporizeTime || decimal positive value || the time that a water droplet can be idle before it disappears.|
|SPH.viscMultiplier|| decimal positive value || multiplication factor of viscosity forces|
|SPH.viscosity|| decimal positive value || the viscosity of the water|
*&aname(Scene.,option=nolink){Scene.}
Sceneは主にphunのファイルを操作するのに使い、例えばオブジェクトを追加したり、削除したりすることが出来ます。
|変数名||変数型||説明|
|Camera. || sub-group || see &link_anchor(Scene.Camera.){Scene.Camera.}|
|Clear || function || clears the entire scene of objects and water|
|EraseWater || function || clears only water|
|New || function || creates a new scene, and resets all scene variables to default|
|addBox || function || adds a box|
|addCircle || function || adds a circle|
|addFixjoint || function || adds a fixate|
|addGroup || function || adds a group|
|addHinge || function || adds a hinge|
|addPen || function || adds a pen|
|addPlane || function || adds a plane|
|addPolygon || function || adds a complex polygon|
|addSpring || function || adds a spring|
|addWater || function || adds water|
|addWidget || function || adds a window|
|author || string || author of the file|
|description || string || description of file|
|title || string || title of file|
「addXXX」となっている関数については、[[phn形式について]]もご覧下さい。
&aname(Scene.Camera.,option=nolink){Scene.Camera.} は &link_anchor(Scene.){Scene.} のサブグループで、カメラに関する変数群です。ズームとパンを扱います。
|変数名||変数型||説明|
|pan || array of two decimal values || XY position of the camera |
|zoom || positive decimal value || zoom factor of camera|
*&aname(Sim.,option=nolink){Sim.}
Simはかなり大きな変数グループで、シミュレーションを制御する様々な変数を扱っています。シミュレーションの精度を変更したり、摩擦などに影響を与えたり出来ます。また、一部の力学エンジンを使用するか否かも決められます。これらの変数はphunの内部に影響を与えるので、&u(){弄る時は自己責任}でお願いします。
|変数名||変数型||説明|
|adHocSolver || true or false || if true, switches from [[SPOOK>http://www.phunland.com/wiki/SPOOK]] to a different and more basic solver. default is false|
|airDensity || positive decimal value || density of the air|
|airFrictionLinear || positive decimal value || linear friction of the air |
|airFrictionQuadratic || positive decimal value || quadratic friction of the air|
|airSwitch || true or false || whether air friction is enabled or not|
|defaultBodyDensity || positive decimal value || default density of objects|
|defaultBodyFriction || positive decimal value || default friction of objects|
|defaultBodyRestitution || positive decimal value || default bounciness of objects|
|fallLimit || positive decimal value || the limit of when an object gets deleted after falling outside of the screen|
|gravity || array of two decimal values || X and Y force of gravity|
|gravitySwitch || true or false || whether gravity is enabled or not|
|leapFrog || true or false || if false, switches to euler integration instead of leap-frog. true by default.|
|maxPositionCorrection || positive decimal value || sets the maximum penetration used when applying impulses in constraint violations. Set to infinity by default.|
|prioritizedSolver || true or false || if set to true, will yield a more stable, but far slower, constraint solver.|
|rotFrictionLinear || positive decimal value || linear rotational friction|
|running || true or false || whether the simulation is running or not|
|solveAccFactor || positive decimal value || sets how much the solver will conuter-act acceleration differences between two constrained bodies. Set to 1 by default. Don't touch.|
|solveConstant || positive decimal value || Affects the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver. Don't touch!|
|solveDconstraints || positive decimal value || The number of time steps the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver will aim to satisfy a hinge contraint within. A low number means faster convergence; a high number means more damped and stable simulation.|
|solveDcontacts || positive decimal value || The number of time steps the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver will aim to satisfy c contact within. A low number means faster convergence; a high number means more damped and stable simulation.|
|solveDistFactor || positive decimal value || sets how much the solver will conuter-act penteration in constraint violation. Set to 1 by default. Don't touch.|
|solveIter || positive decimal value || the number of constraint solving iterations. A higher number means a more stable simulation.|
|solvePenetrationDamping || true or false || not used.|
|solvePreSortConstraints || true or false || sets if the constraints will be ordered by violation amount before solving them. true by default.|
|solveRegularizationFactor || positive decimal value || Affects the amount of regalurization in the [[SPOOK>http://www.phunland.com/wiki/SPOOK]] solver. Set to 1 by default.|
|solveVelFactor || positive decimal value || sets how much the solver will conuter-act velocity differences between two constrained bodies. Set to 1 by default. Don't touch.|
|springForce || positive decimal value || this is the value by which spring strengths are multiplied. Alterning this will change the strength of all springs.|
|targetPenetration || positive decimal value || sets how much penetration is allowed in a contact|
|time || constant positive decimal value || number of seconds the simulation has been running|
|timeDelta || positive decimal value || time between two physics engine solvings|
|timeFactor || positive decimal value || sets the simulation speed. A value of 1 means realtime.|
|warmStart || true or false || whether or not to apply forces at sim start|
|warmStartFactor || positive decimal value || multiplication value of warm-start forces existing at sim start|
*&aname(System.,option=nolink){System.}
Systemはシステムに関する設定です。よほど知識のある方以外は触らないでください。
変数のリスト:
|変数名||変数型||説明|
|antiAlias || positive integer value || determines the amount of antialias used|
|depth || positive integer value || color depth|
|exit || function || shuts down the game|
|fullscreen || true or false || sets phun to fullscreen and back|
|maxFPS || decimal positive value || the maximum allowed FPS|
|minFPS || decimal positive value || the minimum allowed FPS|
|objectCurrent || Read only positive integer value || don't touch|
|objectHandleCurrent || Read only positive integer value || don't touch|
|objectTotal || Read only positive integer value || the total amount of objects|
|recreateWindow || function || rebuilds the main window|
|resizable || true or false || if the window can be resized or not|
|resolution || array of 2 positive integers || the resolution of the window|
|screenshot || function || makes a screenshot of the window|
|time || decimal positive value || the amount of seconds the game has been running|
|vSync || true or false || if vSync is enabled|