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Registering explosion and crack shapes

Commonly used to register new explosion and crack shapes in the physics engine by using 2 functions from the Lua global Physics.

  • File location: Game/Scripts/physics.lua
  • Loaded from: Game/Scripts/main.lua

Functions


Physics.RegisterExplosionShape( sGeometryFile, fSize, BreakId, fProbability, sSplintersfile, fSplintersOffset, sSplintersCloudEffect )

Registers a boolean carving shape for breakable objects in the physics engine.

Parameters

Description

sGeometryFile

boolean shape cgf filename

fSize

shape's 'characteristic' size

BreakId

breakability index (0-based), used to identify the breakable material

fProbability

shape's relative probability – when several shapes with the same size appear as candidates for carving, they are selected with these relative probabilities

sSplintersfile

splinters cgf filename, used for trees to add splinters at the place where it broke

fSplintersOffset

helper size offset for the splinters

sSplintersCloudEffect

splinters particle fx name – is played when a splinters-based constraint breaks and splinters disappear


Physics.RegisterExplosionShape( sGeometryFile, BreakId )

Registers a new explosion crack for breakable objects in the physics engine.

Parameters

Description

sGeometryFile

crack shape cgf name (must have 3 helpers that mark the corners, named "1","2" and "3")

BreakId

breakability index (same meaning as for the explosion shapes)

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