TorqueGameEngine/RigidShapeData

From TDN

The following is a reference of the fields used in a RigidShapeData DataBlock. RigidShapeData inherits from ShapeBaseData, so any fields which are actually part of ShapeBaseData (such as shapeFile) will not be explained.

RigidShapeData



Fields

Field Name Description. Type Sample or Range
cameraDecay This field has no roll in the simulation of RigidShapes. F32 [0.0, inf)
cameraLag This field has no roll in the simulation of RigidShapes. F32 [0.0 , inf )
cameraOffset This field has no roll in the simulation of RigidShapes. F32 [0.0 , inf )
minRollSpeed This field has no roll in the simulation of RigidShapes. F32 [ 0.0 , inf )
maxDrag This field has no roll in the simulation of RigidShapes. F32 [ 0.0 , inf )
minDrag This field has no roll in the simulation of RigidShapes. F32 [ 0.0 , inf )
normalForce This field has no roll in the simulation of RigidShapes. F32 [ 0.0 , inf )
restorativeForce This field has no roll in the simulation of RigidShapes. F32 [ 0.0 , inf )
cameraRoll Whether to roll the 3rd party camera of this object. Bool [false, true ]
exitSplashSoundVel The vertical speed at which the object must be exiting water to cause a sound. F32 [0.0 , inf )
softSplashSoundVel The vertical speed at which the object must be entering water to cause a soft splash sound. F32 [ 0.0 , inf )
medSplashSoundVel The vertical speed at which the object must be entering water to cause a medium splash sound. F32 [ 0.0 , inf )
hardSplashSoundVel The vertical speed at which the object must be entering water to cause a hard splash sound. F32 [ 0.0 , inf )
collisionTol The distance tolerance for collisions to be processed. If features of two different objects are found to be very near, or possibly even intersecting, the RigidShape will check if the distance is less than collisionTol before resolving collision. This means collisions may be processed when an object is not actually touching the RigidShape, but with good values (the default is 0.1) it will not be noticeable by players. This is also another step in stopping inter-penetration of objects earlier. F32 [ 0.0 , inf )
contactTol The velocity tolerance for an impact to be considered "contact." Keep this fairly low but above 0, as anything impacting with a higher speed will be resolved as collisions; any lower speed will be resolved as a contact. These functions are very different. F32 [ 0.0 , inf )
friction The friction of this rigidShape. Lower values will cause more slipping, higher values cause areas in contact to stay more in place (causing more rolling than slipping when a rigid collides off-center.) F32 [ 0.0 , ?? )
integration The number of times per tick to simulate physics for the object. Higher integration rates will increase accuracy of the simulation at the cost of performance. For example: An integration of 3 will calculate 3 distinct steps and updating the object 3 times, while an integration of 1 only calculates 1 step. S32 [ 0.0 , inf )
restitution The percentage of kinetic energy kept by this object in a collision. So an object with 0 restitution colliding against a static object will just stay. A restitution of 1 will never stop bouncing. F32 [ 0.0 , 1.0 )
massBox A vector providing the size of the box used when calculating a RigidShape's moment of intertia. The center is assumed to be the massCenter. Point3F ["0 0 0" , inf )
massCenter A vector giving the center of mass relative to the RigidShape's center. Point3F [ "0 0 0" , inf )
vertFactor Used in applying vertical drag. The percentage of velocity to subtract from object force. F32 [ 0.0 , 1.0 )