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COLLADA
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==Physics== As of version 1.4, [[Physics engine|physics]] support was added to the COLLADA standard. The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction. Furthermore, content creators can define the physical attributes for the objects in the scene. This is done by defining the rigid bodies that should be linked to the visual representations. More features include support for ragdolls, collision volumes, physical constraints between physical objects, and global physical properties such as gravitation. Physics middleware products that support this standard include [[Bullet (software)|Bullet Physics Library]], [[Open Dynamics Engine]], [[Physics Abstraction Layer|PAL]] and NVIDIA's [[PhysX]]. These products support by reading the abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation. This also enables different middleware and tools to exchange physics data in a standardized manner. The [[Physics Abstraction Layer]] provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support including [[JigLib]], [[OpenTissue]], [[Tokamak physics engine]] and True Axis. [[Physics Abstraction Layer|PAL]] also provides support for COLLADA to physics engines that also feature a native interface.
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