CONTAINER GVdynbody

{

	NAME name;

	INCLUDE GVbase;



	GROUP ID_GVPROPERTIES

	{

		LINK DYNAMICS_BODY_NODE_OBJECT {ACCEPT {Obase;};}

	}



	GROUP ID_GVPORTS

	{

		BOOL DYNAMICS_BODY_NODE_INPUT_ON {INPORT;}

		GVGENERALOBJECT DYNAMICS_BODY_NODE_INPUT_OBJECT {INPORT; STATICPORT; CREATEPORT;}

		LONG DYNAMICS_BODY_NODE_INPUT_INDEX {INPORT; MIN 0;}

		LONG DYNAMICS_BODY_NODE_INPUT_POINT_INDEX {INPORT; MIN 0;}

		BOOL DYNAMICS_BODY_NODE_INPUT_TRIGGER {INPORT;}

		REAL DYNAMICS_BODY_NODE_INPUT_MASS {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_POSITION {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_LOCAL_POSITION {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ROTATION {INPORT;}

		MATRIX DYNAMICS_BODY_NODE_INPUT_MATRIX {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_LINEAR_VELOCITY {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ANGULAR_VELOCITY {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ADD_LINEAR_ACCELERATION {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ADD_ANGULAR_ACCELERATION {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ADD_FORCE {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_ADD_TORQUE {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_POINT_OF_APPLICATION {INPORT;}

		VECTOR DYNAMICS_BODY_NODE_INPUT_LOCAL_POINT_OF_APPLICATION {INPORT;}



		LONG DYNAMICS_BODY_NODE_OUTPUT_COUNT {OUTPORT;}

		GVGENERALOBJECT DYNAMICS_BODY_NODE_OUTPUT_OBJECT {OUTPORT;}

		LONG DYNAMICS_BODY_NODE_OUTPUT_INDEX {OUTPORT;}

		GVGENERALTAG DYNAMICS_BODY_NODE_OUTPUT_TAG {OUTPORT;}

		REAL DYNAMICS_BODY_NODE_OUTPUT_MASS {OUTPORT;}

		BOOL DYNAMICS_BODY_NODE_OUTPUT_DYNAMIC {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_POSITION {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_LOCAL_POSITION {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_ROTATION {OUTPORT;}

		MATRIX DYNAMICS_BODY_NODE_OUTPUT_MATRIX {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_LINEAR_VELOCITY {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_VELOCITY {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_LINEAR_ACCELERATION {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_ACCELERATION {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_FORCE {OUTPORT;}

		VECTOR DYNAMICS_BODY_NODE_OUTPUT_TORQUE {OUTPORT;}

	}

}

