# Force COMP

## Summary

A Force COMP will create a force in the simulation that is applied over time. A Force COMP can either be applied globally by being referenced on the Bullet Solver COMP, or it can be applied locally by being referenced on an individual Actor COMP. The Force COMP applies its force each frame, and the force applied over 1 second is equivalent to an impulse force (see: Impulse Force COMP) of the same value applied in a single frame.

The units for the force and torque parameters are in Newtons (N), equivalent to kg*m/s^2. This means that if a force of 10N is applied to an actor with mass equal to 5kg and no initial velocity, then after 1 second the velocity of that actor will be 2m/s => 10N / 5kg * 1 sec = 2m/s. If all the parameters were the same, but instead it was an Impulse Force, then the velocity would still be 2m/s. However, the Impulse Force's velocity would change instantaneously and stop increasing (unless pulsed again) whereas with the Force COMP the velocity will continue to increase after 1 second.

The aneter of mass is assumed to be center of the bounding box of the mass. By deafult, the force will not cause the body to rotate, unless the Relative Position parameter is set to a non-zero value.

## Parameters - Force Page

Active `active` - Toggle the force on/off in the simulation

Force `force` - - The linear force in Newtons that will be applied.

• X `forcex` -
• Y `forcey` -
• Z `forcez` -

Relative Position `relpos` - - The position at which to apply the linear force, relative to the center of the body (Note: the physical center of the object, not the center of mass). Having a nonzero relative position will also cause the body to rotate due to added torque.

• X `relposx` -
• Y `relposy` -
• Z `relposz` -

Torque `torque` - - The rotational force in Newtons that will be applied.

• X `torquex` -
• Y `torquey` -
• Z `torquez` -

## Parameters - Extensions Page

Extension Object 1 `extension1` - A number of class instances that can be attached to the component.

Extension Name 1 `extname1` - Optional name to search by, instead of the instance class name.

Promote Extension 1 `promoteextension1` - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the `.ext` member. Example: `n.Somefunction` vs `n.ext.Somefunction`

Extension Object 2 `extension2` - A number of class instances that can be attached to the component.

Extension Name 2 `extname2` - Optional name to search by, instead of the instance class name.

Promote Extension 2 `promoteextension2` - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the `.ext` member. Example: `n.Somefunction` vs `n.ext.Somefunction`

Extension Object 3 `extension3` - A number of class instances that can be attached to the component.

Extension Name 3 `extname3` - Optional name to search by, instead of the instance class name.

Promote Extension 3 `promoteextension3` - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the `.ext` member. Example: `n.Somefunction` vs `n.ext.Somefunction`

Extension Object 4 `extension4` - A number of class instances that can be attached to the component.

Extension Name 4 `extname4` - Optional name to search by, instead of the instance class name.

Promote Extension 4 `promoteextension4` - Controls whether or not the extensions are visible directly at the component level, or must be accessed through the `.ext` member. Example: `n.Somefunction` vs `n.ext.Somefunction`

Re-Init Extensions `reinitextensions` - Recompile all extension objects. Normally extension objects are compiled only when they are referenced and their definitions have changed.

## Parameters - Common Page

The Common parameter page sets the component's node viewer, clone relationships, Parent Shortcut, and Global OP Shortcut.

Parent Shortcut `parentshortcut` - Specifies a name you can use anywhere inside the component as the path to that component. See Parent Shortcut.

Global OP Shortcut `opshortcut` - Specifies a name you can use anywhere at all as the path to that component. See Global OP Shortcut.

Internal OP Shortcut `iopshortcut` - Specifies a name you can use anywhere inside the component as a path to "Internal OP" below. See Internal Operators.

Internal OP `iop` - The path to the Internal OP inside this component. See Internal Operators.

Node View `nodeview` - - Determines what is displayed in the node viewer, also known as the Node Viewer. Some options will not be available depending on the Component type (Object Component, Panel Component, Misc.)

• Default Viewer `default` - Displays the default viewer for the component type, a 3D Viewer for Object COMPS and a Control Panel Viewer for Panel COMPs.
• Operator Viewer `opviewer` - Displays the node viewer from any operator specified in the Operator Viewer parameter below.

Operator Viewer `opviewer` - Select which operator's node viewer to use when the Node View parameter above is set to Operator Viewer.

Keep in Memory `keepmemory` -

Enable Cloning `enablecloning` - Control if the OP should be actively cloned. The Pulse button can be used to instantaneously clone the contents.

Enable Cloning Pulse `enablecloningpulse` -

Clone Master `clone` - Path to a component used as the Master Clone.

Load on Demand `loadondemand` - Loads the component into memory only when required. Good to use for components that are not always used in the project.

External .tox `externaltox` - Path to a `.tox` file on disk which will source the component's contents upon start of a `.toe`. This allows for components to contain networks that can be updated independently. If the `.tox` file can not be found, whatever the `.toe` file was saved with will be loaded.

Reload .tox on Start `reloadtoxonstart` - When on (default), the external .tox file will be loaded when the .toe starts and the contents of the COMP will match that of the external .tox. This can be turned off to avoid loading from the referenced external .tox on startup if desired (the contents of the COMP are instead loaded from the .toe file). Useful if you wish to have a COMP reference an external .tox but not always load from it unless you specifically push the Re-Init Network parameter button.

Reload Custom Parameters `reloadcustom` - When this checkbox is enabled, the values of the component's Custom Parameters are reloaded when the .tox is reloaded.

Reload Built-in Parameters `reloadbuiltin` - When this checkbox is enabled, the values of the component's built-in parameters are reloaded when the .tox is reloaded.

Save Backup of External `savebackup` - When this checkbox is enabled, a backup copy of the component specified by the External `.tox` parameter is saved in the `.toe` file. This backup copy will be used if the External `.tox` can not be found. This may happen if the `.tox` was renamed, deleted, or the `.toe` file is running on another computer that is missing component media.

Sub-Component to Load `subcompname` - When loading from an External `.tox` file, this option allows you to reach into the `.tox` and pull out a COMP and make that the top-level COMP, ignoring everything else in the file (except for the contents of that COMP). For example if a `.tox` file named `project1.tox` contains `project1/geo1`, putting `geo1` as the Sub-Component to Load, will result in `geo1` being loaded in place of the current COMP. If this parameter is blank, it just loads the `.tox` file normally using the top level COMP in the file.

Re-Init Network `reinitnet` - This button will re-load from the external `.tox` file (if present), followed by re-initializing itself from its master, if it's a clone.

TouchDesigner Build:

Actor • Ambient Light • Animation • Base • Blend • Bone • Bullet Solver • Button • Camera Blend • Camera • Component • Constraint • Container • Engine • Environment Light • FBX • Field • Force • Geometry • Handle • Impulse Force • Light • List • Null • Nvidia Flow Emitter • OP Viewer • Parameter • Replicator • Select • Shared Mem In • Shared Mem Out • Slider • Table • Time • USD • Widget • Window

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

Any component can be extended with its own Python classes which contain python functions and data.

The component types that are used to render 3D scenes: Geometry Component contain the 3D shapes to render, plus Camera, Light, Ambient Light, Null, Bone, Handle and other component types.

A Parent Shortcut is a parameter on a component that contains a name that you can use anywhere inside the component to refer to that component using the syntax `parent.Name`, for example `parent.Effect.width` to obtain panel width.

A name for a component that is accessible from any node in a project, which can be declared in a component's Global Operator Shortcut parameter.

There are four types of shortcuts: Application Shortcuts that are built-in to TouchDesigner's authoring interface, Panel Shortcuts that you create for any custom built panels, Parent Shortcuts for accessing a component from within that component, and Global OP Shortcuts that access a unique component from anywhere in TouchDesigner.

Any of the procedural data operators. OPs do all the work in TouchDesigner. They "cook" and output data to other OPs, which ultimately result in new images, data and audio being generated. See Node.

An Operator Family that contains its own Network inside. There are twelve 3D Object Component and eight 2D Panel Component types. See also Network Path.

The viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.

A custom interactive control panel built within TouchDesigner. Panels are created using Panel Components whose look is created entirely with TOPs.

To pulse a parameter is to send it a signal from a CHOP or python or a mouse click that causes a new action to occur immediately. A pulse from a CHOP is typically a 0 to 1 to 0 signal in a channel, and a pulse via python is via a `.pulse()` call on a pulse-type parameter, such as Reset in a Speed CHOP.

Cloning can make multiple components match the contents of a master component. A Component whose Clone parameter is set will be forced to contain the same nodes, wiring and parameters as its master component. Cloning does not create new components as does the Replicator COMP.

The location of an operator within the TouchDesigner environment, for example, `/geo1/torus1`, a node called `torus1` in a component called `geo1`. The path `/` is called Root. To refer instead to a filesystem folder, directory, disk file or `http:` address, see Folder.

TouchDesigner Component file, the file type used to save a Component from TouchDesigner.

TOuch Environment file, the file type used by TouchDesigner to save your project.

Every component contains a network of operators that create and modify data. The operators are connected by wires that define where data is routed after the operator cooks its inputs and generates an output.