RigidShape
The RigidShape class implements rigid-body physics for DTS objects in the world.
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Functions
void
Forces the client to jump to the RigidShape's transform rather then warp to it.
void
freezeSim(bool isFrozen)
Enables or disables the physics simulation on the RigidShape object.
void
reset()
Clears physic forces from the shape and sets it at rest.
Detailed Description
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.
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; };
Public Static Attributes
bool isRenderable
Disables rendering of all instances of this type.
bool isSelectable
Disables selection of all instances of this type.
Public Functions
forceClientTransform()
Forces the client to jump to the RigidShape's transform rather then warp to it.
freezeSim(bool isFrozen)
Enables or disables the physics simulation on the RigidShape object.
Parameters:
isFrozen | Boolean frozen state to set the object. // Define the frozen state. %isFrozen = "true"; // Inform the object of the defined frozen state %thisRigidShape.freezeSim(%isFrozen); |
reset()
Clears physic forces from the shape and sets it at rest.
// Inform the RigidShape object to reset. %thisRigidShape.reset();