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