mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 04:33:47 +00:00
60 lines
2.3 KiB
C#
60 lines
2.3 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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datablock RigidShapeData( BouncingBoulder )
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{
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category = "RigidShape";
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shapeFile = "data/FPSGameplay/art/shapes/rocks/boulder.dts";
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emap = true;
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// Rigid Body
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mass = 200;
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massCenter = "0 0 0"; // Center of mass for rigid body
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massBox = "0 0 0"; // Size of box used for moment of inertia,
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// if zero it defaults to object bounding box
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drag = 0.2; // Drag coefficient
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bodyFriction = 0.2;
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bodyRestitution = 0.1;
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minImpactSpeed = 5; // Impacts over this invoke the script callback
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softImpactSpeed = 5; // Play SoftImpact Sound
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hardImpactSpeed = 15; // Play HardImpact Sound
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integration = 4; // Physics integration: TickSec/Rate
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collisionTol = 0.1; // Collision distance tolerance
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contactTol = 0.1; // Contact velocity tolerance
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minRollSpeed = 10;
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maxDrag = 0.5;
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minDrag = 0.01;
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triggerDustHeight = 1;
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dustHeight = 10;
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dragForce = 0.05;
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vertFactor = 0.05;
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normalForce = 0.05;
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restorativeForce = 0.05;
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rollForce = 0.05;
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pitchForce = 0.05;
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};
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