Torque 3D - Script Manual: RigidShapeData Class Reference

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RigidShapeData Class Reference
[Platform]

Defines the physics properties for an individual RigidShapeData physics object. More...

Inheritance diagram for RigidShapeData:

List of all members.

Public Attributes

float bodyFriction
 How much friction this object has. Lower values will cause the object to appear to be more slippery.
float bodyRestitution
 The percentage of kinetic energy kept by this object in a collision.
float collisionTol
 Collision distance tolerance.
float contactTol
 Contact velocity tolerance.
float hardImpactSpeed
 Minimum speed at which the object must be travelling for the hard impact sound to be played.
int integration
 Number of physics steps to process per tick.
Point3F massBox
 Size of inertial box.
Point3F massCenter
 Center of mass for rigid body.
float maxDrag
 Maximum drag available to this object.
float minDrag
 Minimum drag available to this object.
float minImpactSpeed
 Minimum collision speed to classify collision as impact (triggers onImpact on server object).
float minRollSpeed
float softImpactSpeed
 Minimum speed at which this object must be travelling for the soft impact sound to be played.
Camera

The settings used by the shape when it is the camera.

float cameraDecay
 Scalar rate at which the third person camera offset decays, per tick.
float cameraLag
 Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.
float cameraOffset
 The vertical offset of the object's camera.
bool cameraRoll
 Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates.
Forces

float dragForce
 Used to simulate the constant drag acting on the object.
float vertFactor
 The scalar applied to the vertical portion of the velocity drag acting on a object.
Particle Effects

ParticleEmitterData dustEmitter
 Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.
float dustHeight
 Height of dust effects.
ParticleEmitterData dustTrailEmitter
 Particle emitter used to create a dust trail for the moving object.
ParticleEmitterData splashEmitter [2]
 Array of pointers to ParticleEmitterData datablocks which will generate splash effects.
float 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 splashVelEpsilon
 The threshold speed at which we consider the object's movement to have stopped when updating splash effects.
float triggerDustHeight
 Maximum height from the ground at which the object will generate dust.
Sounds

SFXTrack exitingWater
 The AudioProfile will be used to produce sounds when emerging from water.
float exitSplashSoundVelocity
 The minimum velocity at which the exit splash sound will be played when emerging from water.
SFXTrack hardImpactSound
 Sound to play when body impacts with at least hardImpactSpeed.
float hardSplashSoundVelocity
 The minimum velocity at which the hard splash sound will be played when impacting water.
SFXTrack impactWaterEasy
 The AudioProfile will be used to produce sounds when a soft impact with water occurs.
SFXTrack impactWaterHard
 The AudioProfile will be used to produce sounds when a hard impact with water occurs.
SFXTrack impactWaterMedium
 The AudioProfile will be used to produce sounds when a medium impact with water occurs.
float mediumSplashSoundVelocity
 The minimum velocity at which the medium splash sound will be played when impacting water.
SFXTrack softImpactSound
 Sound to play when body impacts with at least softImageSpeed but less than hardImpactSpeed.
float softSplashSoundVelocity
 The minimum velocity at which the soft splash sound will be played when impacting water.
SFXTrack waterWakeSound
 The AudioProfile will be used to produce sounds when a water wake is displayed.

Detailed 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 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;
   };
See also:
RigidShape
ShapeBase

Member Data Documentation

How much friction this object has. Lower values will cause the object to appear to be more slippery.

The percentage of kinetic energy kept by this object in a collision.

Scalar rate at which the third person camera offset decays, per tick.

Scalar amount by which the third person camera lags the object, relative to the object's linear velocity.

The vertical offset of the object's camera.

Specifies whether the camera's rotation matrix, and the render eye transform are multiplied during camera updates.

Collision distance tolerance.

Contact velocity tolerance.

Used to simulate the constant drag acting on the object.

Array of pointers to ParticleEmitterData datablocks which will be used to emit particles at object/terrain contact point.

Height of dust effects.

Particle emitter used to create a dust trail for the moving object.

The AudioProfile will be used to produce sounds when emerging from water.

The minimum velocity at which the exit splash sound will be played when emerging from water.

Sound to play when body impacts with at least hardImpactSpeed.

Minimum speed at which the object must be travelling for the hard impact sound to be played.

The minimum velocity at which the hard splash sound will be played when impacting water.

The AudioProfile will be used to produce sounds when a soft impact with water occurs.

The AudioProfile will be used to produce sounds when a hard impact with water occurs.

The AudioProfile will be used to produce sounds when a medium impact with water occurs.

Number of physics steps to process per tick.

Size of inertial box.

Center of mass for rigid body.

Maximum drag available to this object.

The minimum velocity at which the medium splash sound will be played when impacting water.

Minimum drag available to this object.

Minimum collision speed to classify collision as impact (triggers onImpact on server object).

Sound to play when body impacts with at least softImageSpeed but less than hardImpactSpeed.

Minimum speed at which this object must be travelling for the soft impact sound to be played.

The minimum velocity at which the soft splash sound will be played when impacting water.

Array of pointers to ParticleEmitterData datablocks which will generate splash effects.

The simulated frequency modulation of a splash generated by this object. Multiplied along with speed and time elapsed when determining splash emition rate.

The threshold speed at which we consider the object's movement to have stopped when updating splash effects.

Maximum height from the ground at which the object will generate dust.

The scalar applied to the vertical portion of the velocity drag acting on a object.

The AudioProfile will be used to produce sounds when a water wake is displayed.



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