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fill in the validated variables
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184 changed files with 1359 additions and 1216 deletions
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@ -517,12 +517,12 @@ void RigidShapeData::initPersistFields()
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addGroup( "Particle Effects" );
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addField("dustEmitter", TYPEID< ParticleEmitterData >(), Offset(dustEmitter, RigidShapeData), "Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.\n");
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addField("triggerDustHeight", TypeF32, Offset(triggerDustHeight, RigidShapeData), "Maximum height from the ground at which the object will generate dust.\n");
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addField("dustHeight", TypeF32, Offset(dustHeight, RigidShapeData), "Height of dust effects.\n");
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addFieldV("triggerDustHeight", TypeRangedF32, Offset(triggerDustHeight, RigidShapeData), &CommonValidators::PositiveFloat, "Maximum height from the ground at which the object will generate dust.\n");
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addFieldV("dustHeight", TypeRangedF32, Offset(dustHeight, RigidShapeData), &CommonValidators::PositiveFloat, "Height of dust effects.\n");
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addField("dustTrailEmitter", TYPEID< ParticleEmitterData >(), Offset(dustTrailEmitter, RigidShapeData), "Particle emitter used to create a dust trail for the moving object.\n");
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addField("splashEmitter", TYPEID< ParticleEmitterData >(), Offset(splashEmitterList, RigidShapeData), VC_NUM_SPLASH_EMITTERS, "Array of pointers to ParticleEmitterData datablocks which will generate splash effects.\n");
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addField("splashFreqMod", TypeF32, Offset(splashFreqMod, RigidShapeData), "The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.\n");
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addField("splashVelEpsilon", TypeF32, Offset(splashVelEpsilon, RigidShapeData), "The threshold speed at which we consider the object's movement to have stopped when updating splash effects.\n");
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addFieldV("splashFreqMod", TypeRangedF32, Offset(splashFreqMod, RigidShapeData), &CommonValidators::PositiveFloat, "The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.\n");
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addFieldV("splashVelEpsilon", TypeRangedF32, Offset(splashVelEpsilon, RigidShapeData), &CommonValidators::PositiveFloat, "The threshold speed at which we consider the object's movement to have stopped when updating splash effects.\n");
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endGroup( "Particle Effects" );
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addGroup( "Sounds" );
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@ -534,34 +534,34 @@ void RigidShapeData::initPersistFields()
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"@brief Creates a representation of the object in the physics plugin.\n");
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addField("massCenter", TypePoint3F, Offset(massCenter, RigidShapeData), "Center of mass for rigid body.");
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addField("massBox", TypePoint3F, Offset(massBox, RigidShapeData), "Size of inertial box.");
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addField("bodyRestitution", TypeF32, Offset(body.restitution, RigidShapeData), "The percentage of kinetic energy kept by this object in a collision.");
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addField("bodyFriction", TypeF32, Offset(body.friction, RigidShapeData), "How much friction this object has. Lower values will cause the object to appear to be more slippery.");
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addField("maxDrag", TypeF32, Offset(maxDrag, RigidShapeData), "Maximum drag available to this object.");
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addField("minDrag", TypeF32, Offset(minDrag, RigidShapeData), "Minimum drag available to this object.");
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addField("integration", TypeS32, Offset(integration, RigidShapeData), "Number of physics steps to process per tick.");
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addField("collisionTol", TypeF32, Offset(collisionTol, RigidShapeData), "Collision distance tolerance.");
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addField("contactTol", TypeF32, Offset(contactTol, RigidShapeData), "Contact velocity tolerance.");
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addField("dragForce", TypeF32, Offset(dragForce, RigidShapeData), "Used to simulate the constant drag acting on the object");
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addField("vertFactor", TypeF32, Offset(vertFactor, RigidShapeData), "The scalar applied to the vertical portion of the velocity drag acting on a object.");
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addFieldV("bodyRestitution", TypeRangedF32, Offset(body.restitution, RigidShapeData), &CommonValidators::PositiveFloat, "The percentage of kinetic energy kept by this object in a collision.");
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addFieldV("bodyFriction", TypeRangedF32, Offset(body.friction, RigidShapeData), &CommonValidators::PositiveFloat, "How much friction this object has. Lower values will cause the object to appear to be more slippery.");
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addFieldV("maxDrag", TypeRangedF32, Offset(maxDrag, RigidShapeData), &CommonValidators::PositiveFloat, "Maximum drag available to this object.");
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addFieldV("minDrag", TypeRangedF32, Offset(minDrag, RigidShapeData), &CommonValidators::PositiveFloat, "Minimum drag available to this object.");
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addFieldV("integration", TypeRangedS32, Offset(integration, RigidShapeData), &CommonValidators::NaturalNumber, "Number of physics steps to process per tick.");
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addFieldV("collisionTol", TypeRangedF32, Offset(collisionTol, RigidShapeData), &CommonValidators::PositiveFloat, "Collision distance tolerance.");
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addFieldV("contactTol", TypeRangedF32, Offset(contactTol, RigidShapeData), &CommonValidators::PositiveFloat, "Contact velocity tolerance.");
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addFieldV("dragForce", TypeRangedF32, Offset(dragForce, RigidShapeData), &CommonValidators::PositiveFloat, "Used to simulate the constant drag acting on the object");
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addFieldV("vertFactor", TypeRangedF32, Offset(vertFactor, RigidShapeData), &CommonValidators::PositiveFloat, "The scalar applied to the vertical portion of the velocity drag acting on a object.");
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endGroup("Physics");
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addGroup("Collision");
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addField("minImpactSpeed", TypeF32, Offset(minImpactSpeed, RigidShapeData),
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addFieldV("minImpactSpeed", TypeRangedF32, Offset(minImpactSpeed, RigidShapeData), &CommonValidators::PositiveFloat,
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"Minimum collision speed to classify collision as impact (triggers onImpact on server object)." );
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addField("softImpactSpeed", TypeF32, Offset(softImpactSpeed, RigidShapeData), "Minimum speed at which this object must be travelling for the soft impact sound to be played.");
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addField("hardImpactSpeed", TypeF32, Offset(hardImpactSpeed, RigidShapeData), "Minimum speed at which the object must be travelling for the hard impact sound to be played.");
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addField("minRollSpeed", TypeF32, Offset(minRollSpeed, RigidShapeData));
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addField("exitSplashSoundVelocity", TypeF32, Offset(exitSplashSoundVel, RigidShapeData), "The minimum velocity at which the exit splash sound will be played when emerging from water.\n");
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addField("softSplashSoundVelocity", TypeF32, Offset(softSplashSoundVel, RigidShapeData),"The minimum velocity at which the soft splash sound will be played when impacting water.\n");
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addField("mediumSplashSoundVelocity", TypeF32, Offset(medSplashSoundVel, RigidShapeData), "The minimum velocity at which the medium splash sound will be played when impacting water.\n");
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addField("hardSplashSoundVelocity", TypeF32, Offset(hardSplashSoundVel, RigidShapeData), "The minimum velocity at which the hard splash sound will be played when impacting water.\n");
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addFieldV("softImpactSpeed", TypeRangedF32, Offset(softImpactSpeed, RigidShapeData), &CommonValidators::PositiveFloat, "Minimum speed at which this object must be travelling for the soft impact sound to be played.");
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addFieldV("hardImpactSpeed", TypeRangedF32, Offset(hardImpactSpeed, RigidShapeData), &CommonValidators::PositiveFloat, "Minimum speed at which the object must be travelling for the hard impact sound to be played.");
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addFieldV("minRollSpeed", TypeRangedF32, Offset(minRollSpeed, RigidShapeData), &CommonValidators::PositiveFloat);
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addFieldV("exitSplashSoundVelocity", TypeRangedF32, Offset(exitSplashSoundVel, RigidShapeData), &CommonValidators::PositiveFloat, "The minimum velocity at which the exit splash sound will be played when emerging from water.\n");
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addFieldV("softSplashSoundVelocity", TypeRangedF32, Offset(softSplashSoundVel, RigidShapeData), &CommonValidators::PositiveFloat,"The minimum velocity at which the soft splash sound will be played when impacting water.\n");
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addFieldV("mediumSplashSoundVelocity", TypeRangedF32, Offset(medSplashSoundVel, RigidShapeData), &CommonValidators::PositiveFloat, "The minimum velocity at which the medium splash sound will be played when impacting water.\n");
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addFieldV("hardSplashSoundVelocity", TypeRangedF32, Offset(hardSplashSoundVel, RigidShapeData), &CommonValidators::PositiveFloat, "The minimum velocity at which the hard splash sound will be played when impacting water.\n");
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endGroup("Collision");
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addGroup( "Camera" );
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addField("cameraRoll", TypeBool, Offset(cameraRoll, RigidShapeData), "Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates.\n");
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addField("cameraLag", TypeF32, Offset(cameraLag, RigidShapeData), "Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.\n");
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addField("cameraDecay", TypeF32, Offset(cameraDecay, RigidShapeData), "Scalar rate at which the third person camera offset decays, per tick.\n");
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addField("cameraOffset", TypeF32, Offset(cameraOffset, RigidShapeData), "The vertical offset of the object's camera.\n");
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addFieldV("cameraLag", TypeRangedF32, Offset(cameraLag, RigidShapeData), &CommonValidators::PositiveFloat, "Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.\n");
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addFieldV("cameraDecay", TypeRangedF32, Offset(cameraDecay, RigidShapeData), &CommonValidators::PositiveFloat, "Scalar rate at which the third person camera offset decays, per tick.\n");
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addFieldV("cameraOffset", TypeRangedF32, Offset(cameraOffset, RigidShapeData), &CommonValidators::PositiveFloat, "The vertical offset of the object's camera.\n");
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endGroup( "Camera" );
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}
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