# Example glgrav data file # # Note that when using object names, case is important. Case in commands and # arguments is not. # # $Id: dat,v 1.2 2007-05-22 23:27:20 ianc Exp $ # # Define position of observer # # camera x,y,z,yaw # camera 0.0, 200.0, -1000.0, 0.0; # If supported by the environment defines the window size. Illegal window # sizes should be silently ignored. Default is 640x480. # window_size 500,500; # Enable/disable flags. All flags are disabled by default, but can be # explicitly disabled with disable. Flags are: # # solid - Draw objects as solid, not wireframe # lighting - Enable lighting # texture - Enable texturing # enable solid; enable lighting; enable texture; # collide allows the values: # # none - Masses simply pass through each other # shatter - Masses explode into various parts. See shatter # command for extra details. # merge - The larger mass swallows the smaller mass. # delta_merge - The larger mass swallows the smaller mass, gaining # some of the smaller masses delta in proportion to # the size of the masses. # collide delta_merge; # Define how shatter collisions should behave # # shatter num,dx,dy,min,max,sheild; # # num - Each mass will split into this many equal massed # objects. # delta - Each new mass will have a pseudo random number # between -delta and +delta added to the parents # mass's delta. # min - Objects below this mass will not shatter and will # simply be merged into a larger mass (even below the # max control below) on collision. # max - Objects above this mass can only be shattered by # other masses above this max mass. Objects below the # max limit will simply be merged on collision. # shield - The number of 'ticks' that the newly generated # objects created by a collision are safe from # collisions with other shatter particles. # # Note that when masses shatter they inherit the parent objects colour and # texture. The default is: # # shatter 10,5.0,10.0,1000.0,100; # shatter 10,5.0,10.0,1000.0,100; # Defines the maximum number of masses. This is solely to stop runaway # shatter collisions crippling your machine. If left defined the default # is 1,000,000. # max_mass 1000; # Define gravitational constant # const 1; # By default the radius of the calcualted for each mass as if the sphere has a # volume equivalent to it's mass. This allows that to be scaled and defaults # to 1.0 if undefined. # scale 2.5; # Body definition is: # # body name,mass,x,y,z,dx,dy,dz,r,g,b,rot # # name - Name of object # mass - Mass of object (0 for massless) # x,y,z - Position of object # dx,dy,dz - Initial velocity of object # r,g,b - Colour of object [0.0 - 1.0] # rot - Number of degrees to rotate per 'tick'. # # Note on 'massless' objects: # # Objects defined with a mass of zero indicate 'massless' objects. # They are attracted by other bodies, but have no effect themselves. # Also they are not involved with collisions. Note that so they are # attracted 'massless' objects actually have a mass of 0.0001. # body Sun, 200.0, 0.0,0.0,-1500.0, 0.0,0.0,0.0, 1.0,1.0,0.0, 0.0; # Set the plane for radial and multiple radial objects. Note that this # command can appear multiple times to the set the plane for objects defined # from the point on. The default plane is 'xy'. # # Valid planes are: # # xy - Create object with a Z co-ord that matches the parent # xz - Create object with a Y co-ord that matches the parent # yz - Create object with a Z co-ord that matches the parent # plane xz; # Radial definition is: # # radial name,mass,parent,distance,angle,speed,r,g,b,rot # # name - Name of object # mass - Mass of object. Zero indicates body is attracted, # but appears massless to other objects. # parent - Name of object this one orbits. # distance - Distance from parent. # angle - Angle around parent in X-Y plane [0.0 - 360.0] # speed - Speed of object. # r,g,b - Colour of object [0.0 - 1.0] # rot - Number of degrees to rotate per 'tick'. # # Note that the vector calculated from the distance, angle and speed will have # the parent's vector added to it. # radial Earth, 30.0, Sun, 400.0,180.0,0.3, 1.0,1.0,1.0, 0.5; radial Moon, 10.0, Earth, 50.0,180.0,0.15, 1.0,1.0,1.0, 0.1; # A multiple radial definition is: # # multiple name,num,mass,mass_inc,parent,distance,distance_inc, # angle,ang_inc,speed,speed_inc,r,g,b,rot # # name - Name of object. A number is added to the end of # the name for each object, ie. name 1, name 2, ... # num - The number of masses to create. # mass - Mass of objects. Zero indicates body is attracted, # but appears massless to other objects. # mass_inc - Amount to change from initial mass per object. # parent - Name of object this one orbits. # distance - Distance from parent. # distance_inc - Amount to change distance per object. # angle - Angle around parent in X-Y plane [0.0 - 360.0] # angle_inc - Amount to change angle per object. # speed - Speed of object. # speed_inc - Amount to change speed per object. # r,g,b - Colour of object [0.0 - 1.0] # rot - Number of degrees to rotate per 'tick'. # multiple Belt, 10, 4.0, 0.0, Sun, 150.0, 0.0, 0.0, 30.0, 0.5, 0.0, 1.0,1.0,1.0, 0.0; # Defines the object which will be a light source: # # light name,r,g,b # # name - Name of object # r,g,b - Colour of light [0.0 - 1.0] # light Sun,1.0,1.0,1.0; # Provide a list of the objects you wish to look from and at # # look name; # mlook name,num; (Mutiple look for multiple objects) # look Sun; look Earth; look Moon; mlook Belt,10; # Initial objects to look at and travel as. Must be after any look commands # look_at Sun; #travel_as Belt 1; # Define textures for objects. Textures have to be in raw RGB format. # # num_texture number (Define no. of textures) # # number - Number of textures to allocate. Note this also # includes ring textures. # # # texture name,file,width,height (Bind a texture to a body) # # name - Name of object # file - File holding texture image # width,height - Size of texture # # reuse name,other (Reuse a previously bound texture) # # name - Name of object # other - Object name to which the texture is associated # Note that ring textures can be reused too. # # mreuse name,num,other (Mutliply reuse a texture) # # name - Name of object # num - Number of objects. name 1, name 2, etc will be # derived from this to get the real object name. # other - Object name to which the texture is associated # Note that ring textures can be reused too. # # eg. num_texture 3; texture Moon,moon.raw,256,256; texture Earth,earth.raw,512,256; mreuse Belt,10,Moon; # Define rings # # # ring name,from,to,r,g,b,alpha,rot,angle (Define a ring) # # name - Name of object # from,to - The inner and outer radius of the ring in terms # of the radius of the body. # r,g,b - Colour of the ring [0.0 - 1.0] # alpha - Transparency of the ring [0.0 - 1.0] # rot - Number of degrees to rotate per 'tick'. # angle - Tilt from 'north' pole. # # mring name,num,from,to,r,g,b,alpha (Multiply define rings) # # name - Name of object # num - Number of objects. name 1, name 2, etc will be # derived from this to get the real object name. # from,to - The inner and outer radius of the ring in terms # of the radius of the body. # r,g,b - Colour of the ring [0.0 - 1.0] # alpha - Transparency of the ring [0.0 - 1.0] # *NOT YET IMPLEMENTED* # # ring_texture name,file,width,height (Texture a ring) # # name - Name of object # file - Filename to use for ring texture # width,height - Size of texture # # ring_reuse name,other (Reuse a previously bound ring texture) # # name - Name of object # other - Object name to which the texture is associated # Note that normal textures can be reused too. # # ring_mreuse name,num,other (Mutliply reuse a ring texture) # # name - Name of object # num - Number of objects. name 1, name 2, etc will be # derived from this to get the real object name. # other - Object name to which the texture is associated # Note that normal textures can be reused too. # ring Earth,2.0,2.1,1.0,1.0,1.0,0.6,0.5,45; # eg. ring_texture Earth,ring.raw,256,256; # Define trails. If enabled objects leave behind a point as they travel. # Each point lives for a time defined by it's alpha decay. # # particles life,max,size; # # decay - The amount to decrease the alpha per tick. # min - The minimum alpha. Once this is reached, the particle # is destoryed. # size - Size of each point (currently ignored) # particles 0.001,0.0,1.0; # Define sparks from collisions # # sparks num,max,life,length,delta; # # num - The number of sparks per collision. # decay - The amount to decrease the alpha per tick. # min - The minimum alpha. Once this is reached, the particle # is destoryed. # length - The length of a spark. The actual length will be # (length * delta). # delta - Each spark will have a pseudo random number # between -delta and +delta set for it's speed. # sparks 50,0.01,0.0,5,2.0; # Define a 'fog' to increase depth perception # # fog dist,r,g,b,light; # # dist - The max distance you can see into the fog # r,g,b - The colour of the fog # light - Whether the light source is effected by fog (yes/no) # fog 1000.0,0.2,0.0,0.0,no;