Torque3D/Templates/Full/game/art/datablocks/physics.cs
2017-01-03 10:24:47 +10:00

72 lines
2.4 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock PhysicsShapeData( PhysicsCube )
{
category = "Physics";
shapeName = "art/shapes/cube/cube.dae";
emap = true;
//physics properties
mass = "0.5";
friction = "0.4";
staticFriction = "0.5";
restitution = "0.3";
linearDamping = "0.1";
angularDamping = "0.2";
linearSleepThreshold = "1.0";
angularSleepThreshold = "1.0";
buoyancyDensity = "0.9";
waterDampingScale = "10";
//damage - dynamic fields
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
invulnerable = true;
};
datablock PhysicsShapeData( PhysicsBoulder )
{
category = "Physics";
shapeName = "art/shapes/rocks/boulder.dts";
emap = true;
//physics properties
mass = "20";
friction = "0.2";
staticFriction = "0.3";
restitution = "0.8";
linearDamping = "0.1";
angularDamping = "0.2";
linearSleepThreshold = "1.0";
angularSleepThreshold = "1.0";
buoyancyDensity = "0.9";
waterDampingScale = "10";
//damage - dynamic fields
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
invulnerable = false;
};