Implements rigid-body physics for DTS objects in the world.
- Inherit:
ShapeBase
The RigidShape class implements rigid-body physics for DTS objects in the world.
"Rigid body physics" refers to a system whereby objects are assumed to have a finite size, equally distributed masses, and where deformations of the objects themselves are not accounted for. Uses the RigidShape class to control its physics.
Example:
datablock RigidShapeData( BouncingBoulder )
{
category = "RigidShape";
shapeFile = "~/data/shapes/boulder/boulder.dts";
emap = true;
// Rigid Body
mass = 500;
massCenter = "0 0 0"; // Center of mass for rigid body
massBox = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2; // Drag coefficient
bodyFriction = 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 tolerance
contactTol = 0.1; // Contact velocity tolerance
minRollSpeed = 10;
maxDrag = 0.5;
minDrag = 0.01;
dustHeight = 10;
dragForce = 0.05;
vertFactor = 0.05;
};
new RigidShape()
{
dataBlock = "BouncingBoulder";
parentGroup = EWCreatorWindow.objectGroup;
};