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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- datablock PhysicsShapeData( PhysicsCube )
- {
- category = "Physics";
- shapeName = "art/shapes/cube/cube.dae";
- emap = true;
-
- //physics properties
- mass = "0.5";
- friction = "0.4";
- staticFriction = "0.5";
- restitution = "0.3";
- linearDamping = "0.1";
- angularDamping = "0.2";
- linearSleepThreshold = "1.0";
- angularSleepThreshold = "1.0";
- buoyancyDensity = "0.9";
- waterDampingScale = "10";
-
- //damage - dynamic fields
- radiusDamage = 0;
- damageRadius = 0;
- areaImpulse = 0;
- invulnerable = true;
- };
- datablock PhysicsShapeData( PhysicsBoulder )
- {
- category = "Physics";
- shapeName = "art/shapes/rocks/boulder.dts";
- emap = true;
-
- //physics properties
- mass = "20";
- friction = "0.2";
- staticFriction = "0.3";
- restitution = "0.8";
- linearDamping = "0.1";
- angularDamping = "0.2";
- linearSleepThreshold = "1.0";
- angularSleepThreshold = "1.0";
- buoyancyDensity = "0.9";
- waterDampingScale = "10";
-
- //damage - dynamic fields
- radiusDamage = 0;
- damageRadius = 0;
- areaImpulse = 0;
- invulnerable = false;
- };
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