Game Development Community

Adding a simple Rigid body?

by Andy Gilbert · in Torque 3D Beginner · 11/09/2012 (2:13 am) · 4 replies

Hi, just when i think im getting my head around things I realise there still lots to learn.

But... all im trying to do is give a mesh simply physics.

I have created a simple dae file and placed it in art folder.

Then in the rigidShape.cs file i copied the bouncing bolder datablock and changed it to my mesh. But the only thing that appears in the ridgidShape category is the bouncingBoulder, not my mesh?

datablock RigidShapeData( MyBoat )
{
category = "RigidShape";

shapeFile = "art/shapes/cube/cube1.dae";
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 = 4; // 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;
};

What am i doing wrong?

Thanks
Andy

#1
11/09/2012 (7:11 am)
Check the console for errors, my first guess is that your box.dae does not have a bounding box or a collision mesh and so it has no way of knowing how to calculate collisions properly.
#2
11/09/2012 (7:21 am)
ahh maybe so, how do give it one? IS there a tut anywhere for me to read?

Thanks
Andy
#3
11/09/2012 (7:54 am)
Managed it now and your right as it now shows up :)

Thanks
Andy
#4
11/09/2012 (2:29 pm)
Glad I could help.