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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////
  2. // Opis prostej fizyki zbudowanej z jednej bryly opisanej jednym body i jedna geom
  3. // Ze skryptu korzysta ActorSimplePhysics.java
  4. //
  5. // UWAGA - dopoki odczyt skryptu nie bedzie cacheowany klasa nie korzysta z tego pliku - ze wzgledow wydajnosciowych!!!
  6. //
  7. ///////////////////////////////////////////////////////////////////////////////////////////////////
  8.  
  9. !include("ODEPhysics.def")
  10.  
  11. !ActorSimplePhysicsParams()
  12. !DefaultBodyDensity(f)            // domyslna gestosc ciala [kg/m3] wykorzystywana gdy masa jest ustawiona na 0
  13. !AutoSizeHalo(f)            // warto£µ halo [cm] - wartosc ta jest dodawana w kazdym wymiarze do extentow mesha w celu wyznaczenia rozmiaru bryly ODE
  14.  
  15. //-------------------------------------------------------------------------------
  16.  
  17. PhysicsParams()
  18. {
  19.     SetMaxVels(6000, 10)
  20.     //SetCollisionDepthCompressor(0.5, 0.1)
  21.     SetMaxWatchingTime(0.1)
  22. }
  23.  
  24. //-------------------------------------------------------------------------------
  25.  
  26. CollisionHandlerParams()
  27. {
  28.     SetType("ALL")
  29.     SetInterval(0.15)
  30. }
  31.  
  32. //-------------------------------------------------------------------------------
  33.  
  34. CollisionSoundsParams()
  35. {
  36.     SetFreqMinMax(0.6, 1.6)
  37.     SetInterval(0.1)
  38.  
  39.     SetHitMinVolumeLinVel(30)
  40.     SetHitMaxVolumeLinVel(2000)
  41.  
  42.     SetFrictionMinVolumeLinVel(7)
  43.     SetFrictionMaxVolumeLinVel(1000)
  44.     SetFrictionDotThreshold(0.04)
  45.     
  46.     SetHitSound(SRF_UNKNOWN, "Data/Sounds/collision/common/hit_default_XX.wav")
  47. //    SetFrictionSound(SRF_UNKNOWN, "Data/Sounds/collision/common/friction_default_XX.wav")
  48.  
  49.     SetHitSound(SRF_WOOD,       "Data/Sounds/collision/common/hit_wood_XX.wav")
  50.     SetHitSound(SRF_STONE,      "Data/Sounds/collision/common/hit_stone_XX.wav")
  51.     SetHitSound(SRF_SNOW,       "Data/Sounds/collision/common/hit_snow_XX.wav")
  52.     SetHitSound(SRF_MUD,        "Data/Sounds/collision/common/hit_mud_XX.wav")
  53.     SetHitSound(SRF_FLESH,      "Data/Sounds/collision/common/hit_flesh_XX.wav")
  54.     SetHitSound(SRF_GLASS,      "Data/Sounds/collision/common/hit_glass_XX.wav")
  55.     SetHitSound(SRF_METAL,      "Data/Sounds/collision/common/hit_metal_XX.wav")
  56.     SetHitSound(SRF_PLEXIGLASS, "Data/Sounds/collision/common/hit_plastic_XX.wav")
  57.     SetHitSound(SRF_PLASTIC,    "Data/Sounds/collision/common/hit_plastic_XX.wav")
  58.     SetHitSound(SRF_GROUND,     "Data/Sounds/collision/common/hit_ground_XX.wav")
  59.     SetHitSound(SRF_GRASS,      "Data/Sounds/collision/common/hit_grass_XX.wav")
  60.     SetHitSound(SRF_WATER,      "Data/Sounds/collision/common/hit_water_XX.wav")
  61. }
  62.  
  63. //-------------------------------------------------------------------------------
  64.  
  65. ActorSimplePhysicsParams()
  66. {
  67.     DefaultBodyDensity(200)
  68.     AutoSizeHalo(-10)        // ma to na celu nie wzbudzanie sie wzajemne np. elementow plotu
  69. }
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