Rigid Shape Class *.cs...
by Max Thomas · in Torque Game Engine · 11/23/2004 (7:49 am) · 7 replies
Hello all,
I was lookin at his resource Here and just can't manage to get it to work. I'm sure there is somebody out there who has a full *.cs version of "RigidShape.cs" out there and was wondering if they would be kind enough to send it to me please.
Thanks, Max ;)
badsnax@gmail.com
I was lookin at his resource Here and just can't manage to get it to work. I'm sure there is somebody out there who has a full *.cs version of "RigidShape.cs" out there and was wondering if they would be kind enough to send it to me please.
Thanks, Max ;)
badsnax@gmail.com
#2
I saw that. But is there anything else that I need? It just seems a little too simple to get workin... Well I'll try that and see what I get.
Max :)
11/23/2004 (10:40 am)
Thanks,I saw that. But is there anything else that I need? It just seems a little too simple to get workin... Well I'll try that and see what I get.
Max :)
#3
11/23/2004 (11:09 am)
Oopsey doubble post.
#4
Its all you need (besides the engine changes) to get the basics running. You can now spawn a rigid shape in the mission editor and see it tumble down a hillside
To interact with it, you need to use onCollision() with applyImpulse() to the rigid shape (examples in the resopurce - you need to play around with the impulse vector length to get the right force depending on your rigid shape mass). But thats basically it.
11/23/2004 (10:24 pm)
Hey MaxIts all you need (besides the engine changes) to get the basics running. You can now spawn a rigid shape in the mission editor and see it tumble down a hillside
To interact with it, you need to use onCollision() with applyImpulse() to the rigid shape (examples in the resopurce - you need to play around with the impulse vector length to get the right force depending on your rigid shape mass). But thats basically it.
#5
11/24/2004 (8:18 am)
Ummm... One question. I put that code in their respective files execed them put the shape in but I can't find them in the mission edditor. I can only find em in the static shapes folder.
#6
Are you certain you compiled your engine correctly?
I just added the resource to a clean head 3 days ago without any hitch.
11/24/2004 (10:47 am)
They should appear in the Shapes folder.Are you certain you compiled your engine correctly?
I just added the resource to a clean head 3 days ago without any hitch.
#7
Still problems not showig up. I know that I'm compiling corectly too. Well, do you thik you could please send me your shapebase.cc please? Well, thanks for all the help.
badsnax@gmail.com
Thanks, Max ;)
11/24/2004 (12:28 pm)
Hello again,Still problems not showig up. I know that I'm compiling corectly too. Well, do you thik you could please send me your shapebase.cc please? Well, thanks for all the help.
badsnax@gmail.com
Thanks, Max ;)
Torque Owner Thomas \"Man of Ice\" Lund
Here is my rigidShape.cs
// Hook into the mission editor. function RigidShapeData::create(%data) { // The mission editor invokes this method when it wants to create // an object of the given datablock type. %obj = new RigidShape() { dataBlock = %data; }; return %obj; }and the I got a boulder.cs
datablock RigidShapeData( BouncingBoulder ) { category = "RigidShape"; shapeFile = "~/data/shapes/boulder/boulder.dts"; emap = true; // Rigid Body mass = 200; massCenter = "0 0 0"; // Center of mass for rigid body massBox = "0 0 0"; // Size of box used for moment of inertia, // if zero it defaults to object bounding box drag = 0.2; // Drag coefficient bodyFriction = 0.2; bodyRestitution = 0.1; minImpactSpeed = 5; // Impacts over this invoke the script callback softImpactSpeed = 5; // Play SoftImpact Sound hardImpactSpeed = 15; // Play HardImpact Sound integration = 8; // Physics integration: TickSec/Rate collisionTol = 0.1; // Collision distance tolerance contactTol = 0.1; // Contact velocity tolerance minRollSpeed = 10; maxDrag = 0.5; minDrag = 0.01; triggerDustHeight = 1; dustHeight = 10; dragForce = 0.05; vertFactor = 0.05; normalForce = 0.05; restorativeForce = 0.05; rollForce = 0.05; pitchForce = 0.05; };More or less whats written in the resource, but there you have it :-)