scene { path = res/common/sample.gpb node boycharacter { collisionObject = res/common/sample.physics#boy } node boymesh { material = res/common/sample.material#boy tags { dynamic } } node boyshadow { material = res/common/sample.material#boyshadow tags { transparent dynamic } } node camera { collisionObject = res/common/sample.physics#camera } node tabletop { material = res/common/sample.material#tabletop collisionObject = res/common/sample.physics#table } node tableleg1 { material = res/common/sample.material#tableleg1 collisionObject = res/common/sample.physics#table } node tableleg2 { material = res/common/sample.material#tableleg2 collisionObject = res/common/sample.physics#table } node tableleg3 { material = res/common/sample.material#tableleg3 collisionObject = res/common/sample.physics#table } node tableleg4 { material = res/common/sample.material#tableleg4 collisionObject = res/common/sample.physics#table } node greenchair1 { material = res/common/sample.material#green collisionObject = res/common/sample.physics#chair tags { dynamic } } node greenchair2 : greenchair1 {} node greenchair3 : greenchair1 {} node bluechair1 { material = res/common/sample.material#lightblue collisionObject = res/common/sample.physics#chair tags { dynamic } } node bluechair2 : bluechair1 {} node bluechair3 : bluechair1 {} node playtable { material = res/common/sample.material#playtable collisionObject = res/common/sample.physics#staticBox } node easel { material = res/common/sample.material#easel collisionObject = res/common/sample.physics#staticBox } node storageorganizer { material = res/common/sample.material#storageorganizer collisionObject = res/common/sample.physics#staticBox } node floor { material = res/common/sample.material#floor collisionObject = res/common/sample.physics#staticBox } node wallwest { material = res/common/sample.material#wallwest collisionObject = res/common/sample.physics#staticBox } node walleast { material = res/common/sample.material#walleast collisionObject = res/common/sample.physics#staticBox } node wallnorth { material = res/common/sample.material#wallnorth collisionObject = res/common/sample.physics#staticBox } node wallsouth { material = res/common/sample.material#wallsouth collisionObject = res/common/sample.physics#staticBox } node walloverhang { material = res/common/sample.material#walloverhang collisionObject = res/common/sample.physics#staticMesh } node windowledge { material = res/common/sample.material#windowledge } node door { material = res/common/sample.material#door collisionObject = res/common/sample.physics#staticBox } node doorframe { material = res/common/sample.material#doorframe collisionObject = res/common/sample.physics#staticBox } node bookshelf { material = res/common/sample.material#bookshelf collisionObject = res/common/sample.physics#staticBox } node book { material = res/common/sample.material#book } node toybox { material = res/common/sample.material#toybox collisionObject = res/common/sample.physics#staticBox } node floortiles { material = res/common/sample.material#floortiles } node basketball { material = res/common/sample.material#basketball collisionObject = res/common/sample.physics#basketball tags { dynamic } } node basketballnet { material = res/common/sample.material#basketballnet collisionObject = res/common/sample.physics#staticBox } node backboard { material = res/common/sample.material#backboard collisionObject = res/common/sample.physics#staticBox } physics { // TODO: Fixme Gravity is set to 3x normal gravity to compenate for larger scale of scene. Bug gravity = 0.0, -29.4, 0.0 } }