STRINGTABLE GVdynbody

{

	name "Dynamics Body State";



	DYNAMICS_BODY_NODE_OBJECT "Object";



	DYNAMICS_BODY_NODE_INPUT_ON "On";

	DYNAMICS_BODY_NODE_INPUT_INDEX "Object Index";

	DYNAMICS_BODY_NODE_INPUT_OBJECT "Object";

	DYNAMICS_BODY_NODE_INPUT_MASS "Mass";

	DYNAMICS_BODY_NODE_INPUT_POINT_INDEX "Point Index";

	DYNAMICS_BODY_NODE_INPUT_TRIGGER "Trigger";

	DYNAMICS_BODY_NODE_INPUT_POSITION "Position";

	DYNAMICS_BODY_NODE_INPUT_LOCAL_POSITION "Local Position";

	DYNAMICS_BODY_NODE_INPUT_ROTATION "Rotation";

	DYNAMICS_BODY_NODE_INPUT_MATRIX "Global Matrix";

	DYNAMICS_BODY_NODE_INPUT_LINEAR_VELOCITY "Linear Velocity";

	DYNAMICS_BODY_NODE_INPUT_ANGULAR_VELOCITY "Angular Velocity";

	DYNAMICS_BODY_NODE_INPUT_ADD_LINEAR_ACCELERATION "Add Linear Acceleration";

	DYNAMICS_BODY_NODE_INPUT_ADD_ANGULAR_ACCELERATION "Add Angular Acceleration";

	DYNAMICS_BODY_NODE_INPUT_ADD_FORCE "Add Force";

	DYNAMICS_BODY_NODE_INPUT_ADD_TORQUE "Add Torque";

	DYNAMICS_BODY_NODE_INPUT_POINT_OF_APPLICATION "Point of Application";

	DYNAMICS_BODY_NODE_INPUT_LOCAL_POINT_OF_APPLICATION "Local Point of Application";



	DYNAMICS_BODY_NODE_OUTPUT_COUNT "Count";

	DYNAMICS_BODY_NODE_OUTPUT_OBJECT "Object";

	DYNAMICS_BODY_NODE_OUTPUT_INDEX "Object Index";

	DYNAMICS_BODY_NODE_OUTPUT_MASS "Mass";

	DYNAMICS_BODY_NODE_OUTPUT_DYNAMIC "Dynamic";

	DYNAMICS_BODY_NODE_OUTPUT_TAG "Tag";

	DYNAMICS_BODY_NODE_OUTPUT_POSITION "Position";

	DYNAMICS_BODY_NODE_OUTPUT_LOCAL_POSITION "Local Position";

	DYNAMICS_BODY_NODE_OUTPUT_ROTATION "Rotation";

	DYNAMICS_BODY_NODE_OUTPUT_MATRIX "Global Matrix";

	DYNAMICS_BODY_NODE_OUTPUT_LINEAR_VELOCITY "Linear Velocity";

	DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_VELOCITY "Angular Velocity";

	DYNAMICS_BODY_NODE_OUTPUT_FORCE "Force";

	DYNAMICS_BODY_NODE_OUTPUT_TORQUE "Torque";

	DYNAMICS_BODY_NODE_OUTPUT_LINEAR_ACCELERATION "Linear Acceleration";

	DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_ACCELERATION "Angular Acceleration";

}

