class: id:Creature prop: name:Name id:name type:s flags:0 prop: name:Genotype id:genotype type:s flags:0 prop: name:Info id:info type:s help:Additional info or comments flags:0 prop: name:group id:group type:x flags:33 prop: name:Generation id:gnum type:d flags:0 prop: name:Build problems id:buildproblems type:d flags:32 prop: name:Starting energy id:energ0 type:f flags:0 prop: name:Idle power consumption id:idleen type:f flags:0 prop: name:Energy id:energy type:f flags:0 prop: name:Energy income id:energy_p type:f flags:0 prop: name:Energy costs id:energy_m type:f flags:0 prop: name:Energy balance id:energy_b type:f flags:0 prop: name:Performance calculation id:perf type:d help:Initial value of this property is taken from Population.enableperf flags:0 prop: name:NN enabled id:nnenabled type:d 0 1 flags:0 prop: name:Body simulation id:bodysim type:d 0 1 help:~ (Physical) body simulation can be disabled for individual objects which makes them immovable. Disabled objects can still participate in collisions depending on their collisions masks. Bugs: the standard collision handler does not work for disabled objects when ODE simulation is used. It means that these objects won't physically interact with other objects. The custom (scripting) handlers work as expected.~ flags:0 prop: name:Self-collisions id:selfcol type:d 0 1 help:Enable/disable detection of self-collisions (within a creature body). They can only occur when using the ODE simulation engine. If enabled, the creature will have its sticks collide during lifespan. flags:0 prop: name:Self-collisions id:selfcolstate type:d 0 1 help:Current self-collision state flags:35 prop: name:Life span id:lifespan type:d flags:0 prop: name:Distance id:distance type:f flags:0 prop: name:Velocity id:c_velocity type:f flags:0 prop: name:Vertical velocity id:c_vertvelocity type:f flags:0 prop: name:Vertical position id:c_vertpos type:f flags:0 prop: name:Avg. velocity id:velocity type:f flags:0 prop: name:Avg. vertical position id:vertpos type:f flags:0 prop: name:Avg. vertical velocity id:vertvel type:f flags:0 prop: name:position.x id:pos_x type:f help:(pos_x,pos_y,pos_z) is the point of minimal coordinates ("bottom left corner") of the creature, including imaginary Part sizes (Part.s, usually 1.0). See also: Creature.moveAbs flags:3 prop: name:position.y id:pos_y type:f help:See Creature.pos_x flags:3 prop: name:position.z id:pos_z type:f help:See Creature.pos_x flags:3 prop: name:bounding box x size id:size_x type:f help:~ (size_x,size_y,size_z) are dimensions of the axis-aligned bounding box of the creature, including the imaginary part sizes (Part.s, usually 1.0). A creature consisting of a single default Part has the size of (2.0,2.0,2.0) - twice the Part.s value (like a sphere diameter is twice its radius). See also: Creature.moveAbs~ flags:3 prop: name:bounding box y size id:size_y type:f help:See Creature.size_x flags:3 prop: name:bounding box z size id:size_z type:f help:See Creature.size_x flags:3 prop: name:center.x id:center_x type:f help:Center of gravity flags:3 prop: name:center.y id:center_y type:f help:Center of gravity flags:3 prop: name:center.z id:center_z type:f help:Center of gravity flags:3 prop: name:number of parts id:numparts type:d flags:3 prop: name:number of joints id:numjoints type:d flags:3 prop: name:number of neurons id:numneurons type:d flags:3 prop: name:User field 1 id:user1 type:x flags:0 prop: name:User field 2 id:user2 type:x flags:0 prop: name:User field 3 id:user3 type:x flags:0 prop: name:move id:move type:p help:Shift the creature by a given vector. flags:32 prop: name:move to absolute location id:moveAbs type:p help:~ Moves the creature so that its origin (pos_x,pos_y,pos_z) is placed at the given location. The origin is the point of minimal coordinates ("bottom left corner"), including imaginary part sizes (Part.s, usually 1.0). Assuming a simple single-stick creature "X" having parts at (0,0,0) and (1,0,0), origin (pos_x,pos_y,pos_z) = (-1,-1,-1) size (size_x,size_y,size_z) = (3,2,2) The following example places the bottom of a creature at a given location (x,y,z): Creature.moveAbs(x-(Creature.size_x/2),y-(Creature.size_y/2),z-1.0) (assuming that the part size is 1.0)~ flags:32 prop: name:move in local coordinates id:moveLocal type:p help:Local coordinates are measured with respect to the position and orientation of the first Part flags:32 prop: name:return world coordinates id:localToWorld type:p help:Local coordinates are measured with respect to the position and orientation of the first Part flags:32 prop: name:return local coordinates id:worldToLocal type:p help:Local coordinates are measured with respect to the position and orientation of the first Part flags:32 prop: name:rotate id:rotate type:p help:Rotate the creature around X, Y and Z axes. Should only be used immediately after creating a new creature (before the first simulation step is performed for this creature), otherwise further simulation can be disturbed. flags:32 prop: name:rotate in local coordinates id:rotateLocal type:p help:Rotate the creature around (local) X, Y and Z axes. Should only be used immediately after creating a new creature (before the first simulation step is performed for this creature), otherwise further simulation can be disturbed. flags:32 prop: name:getPart (static Model information) id:getPart type:p flags:32 prop: name:getJoint (static Model information) id:getJoint type:p flags:32 prop: name:getNeuroDef id:getNeuroDef type:p flags:32 prop: name:getMechPart (current properties) id:getMechPart type:p flags:32 prop: name:getMechJoint (current properties) id:getMechJoint type:p flags:32 prop: name:getNeuro id:getNeuro type:p flags:32 prop: name:Collision mask (self) id:selfmask type:db flags:32 prop: name:Collision mask (other) id:othermask type:db flags:32 prop: name:currentGeometryAsF0 id:currentGeometryAsF0 type:p flags:32 prop: name:# id:uid type:s flags:33 prop: name:Index id:index type:d help:Index of this Creature in its Population. flags:1 prop: name:Model Parts id:parts type:l Part flags:0 prop: name:Model Joints id:joints type:l Joint flags:0 prop: name:Neuron Definitions id:neurodefs type:l NeuroDef flags:0 prop: name:Simulated Parts id:mechparts type:l MechPart flags:0 prop: name:Simulated Joints id:mechjoints type:l MechJoint flags:0 prop: name:Live Neurons id:neurons type:l Neuro flags:0