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.
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RigidShapeData
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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 ) |



