RigidShapeData¶
Physics object.
- Inherit:
- ShapeBaseData
Description¶
Defines the physics properties for an individual RigidShapeData physics object.
Example:
datablock RigidShapeData( BouncingBoulder )
{
category = "RigidShape";
shapeFile = "~/data/shapes/boulder/boulder.dts";
emap = true;
// Rigid Bodymass = 500;
massCenter = "0 0 0"; // Center of mass for rigid bodymass
Box = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2; // Drag coefficientbodyFriction = 0.2;
bodyRestitution = 0.1;
minImpactSpeed = 5; // Impacts over this invoke the script callback
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
integration = 4; // Physics integration: TickSec/Rate
collisionTol = 0.1; // Collision distance
tolerancecontactTol = 0.1; // Contact velocity toleranceminRollSpeed = 10;
maxDrag = 0.5;
minDrag = 0.01;
dustHeight = 10;
dragForce = 0.05;
vertFactor = 0.05;
};
Fields¶
-
float
RigidShapeData::bodyFriction¶ How much friction this object has. Lower values will cause the object to appear to be more slippery.
-
float
RigidShapeData::bodyRestitution¶ The percentage of kinetic energy kept by this object in a collision.
-
float
RigidShapeData::cameraDecay¶ Scalar rate at which the third person camera offset decays, per tick.
-
float
RigidShapeData::cameraLag¶ Scalar amount by which the third person camera lags the object, relative to the object’s linear velocity.
-
float
RigidShapeData::cameraOffset¶ The vertical offset of the object’s camera.
-
bool
RigidShapeData::cameraRoll¶ Specifies whether the camera’s rotation matrix, and the render eye transform are multiplied during camera updates.
-
float
RigidShapeData::collisionTol¶ Collision distance tolerance.
-
float
RigidShapeData::contactTol¶ Contact velocity tolerance.
-
float
RigidShapeData::dragForce¶ Used to simulate the constant drag acting on the object.
-
ParticleEmitterData
RigidShapeData::dustEmitter¶ Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.
-
float
RigidShapeData::dustHeight¶ Height of dust effects.
-
ParticleEmitterData
RigidShapeData::dustTrailEmitter¶ Particle emitter used to create a dust trail for the moving object.
-
SFXTrack
RigidShapeData::exitingWater¶ The AudioProfile will be used to produce sounds when emerging from water.
-
float
RigidShapeData::exitSplashSoundVelocity¶ The minimum velocity at which the exit splash sound will be played when emerging from water.
-
SFXTrack
RigidShapeData::hardImpactSound¶ Sound to play when body impacts with at least hardImpactSpeed.
-
float
RigidShapeData::hardImpactSpeed¶ Minimum speed at which the object must be travelling for the hard impact sound to be played.
-
float
RigidShapeData::hardSplashSoundVelocity¶ The minimum velocity at which the hard splash sound will be played when impacting water.
-
SFXTrack
RigidShapeData::impactWaterEasy¶ The AudioProfile will be used to produce sounds when a soft impact with water occurs.
-
SFXTrack
RigidShapeData::impactWaterHard¶ The AudioProfile will be used to produce sounds when a hard impact with water occurs.
-
SFXTrack
RigidShapeData::impactWaterMedium¶ The AudioProfile will be used to produce sounds when a medium impact with water occurs.
-
int
RigidShapeData::integration¶ Number of physics steps to process per tick.
-
Point3F
RigidShapeData::massBox¶ Size of inertial box.
-
Point3F
RigidShapeData::massCenter¶ Center of mass for rigid body.
-
float
RigidShapeData::maxDrag¶ Maximum drag available to this object.
-
float
RigidShapeData::mediumSplashSoundVelocity¶ The minimum velocity at which the medium splash sound will be played when impacting water.
-
float
RigidShapeData::minDrag¶ Minimum drag available to this object.
-
float
RigidShapeData::minImpactSpeed¶ Minimum collision speed to classify collision as impact (triggers onImpact on server object).
-
float
RigidShapeData::minRollSpeed¶
-
SFXTrack
RigidShapeData::softImpactSound¶ Sound to play when body impacts with at least softImageSpeed but less than hardImpactSpeed.
-
float
RigidShapeData::softImpactSpeed¶ Minimum speed at which this object must be travelling for the soft impact sound to be played.
-
float
RigidShapeData::softSplashSoundVelocity¶ The minimum velocity at which the soft splash sound will be played when impacting water.
-
ParticleEmitterData
RigidShapeData::splashEmitter[2]¶ Array of pointers to ParticleEmitterData datablocks which will generate splash effects.
-
float
RigidShapeData::splashFreqMod¶ The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.
-
float
RigidShapeData::splashVelEpsilon¶ The threshold speed at which we consider the object’s movement to have stopped when updating splash effects.
-
float
RigidShapeData::triggerDustHeight¶ Maximum height from the ground at which the object will generate dust.
-
float
RigidShapeData::vertFactor¶ The scalar applied to the vertical portion of the velocity drag acting on a object.
-
SFXTrack
RigidShapeData::waterWakeSound¶ The AudioProfile will be used to produce sounds when a water wake is displayed.