xof 0302txt 0064 FWScene fwScene3{ {grScene3} {phScene3} FWObject fwCapsule3{ {grFrameCapsule3} {soCapsule3} } } GRScene grScene3{ GRFrame{ #SprGRFrame.h GRFrameDesc #Affinef transform 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,1,1;; GRFrame grFrameWorld3{ 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1;; } } GRLight light3{ 0.9; 0.9; 0.9; 1.0;; #Vec4f ambient 0.5; 0.5; 0.5; 1.9;; #Vec4f diffuse 0.1; 0.1; 0.1; 1.0;; #Vec4f specular 1.0; 1.0; 1.0; 0.0;; #Vec4f position 10000.0; #float range 1.0; #float attenuation0 0.0; #float attenuation1 0.0; #float attenuation2 0.0; 0.0; 0.0;; #Vec3f spotDirection 0; #float spotFalloff 0; #float spotInner 0; #flaot spotCutoff } GRFrame grFrameCapsule3{ #Affinef transform 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0;; #{cdCapsule} } } PHScene phScene3{ #SprPHScene.h PHSceneState (inherited) 0.01; #double timeStep 0 #unsigned count ; 0.0; -9.8; 0.0;; #Vec3f gravity 20; #int numIteratin PHSolid soCapsule3{ #SprPHSolid.h PHSolirState (inherited) 0.0; 0.0; 0.0;; #Vec3d velocity 0.0; 0.0; 0.0;; #Vec3d angVelocity 1.0; 0.0; 0.0; 0.0; 0.0; -0.5; 0.0;; #Posed pose 0.0; 0.0; 0.0;; #Vec3d force 0.0; 0.0; 0.0;; #Vec3d torque 0.0; 0.0; 0.0;; #Vec3d nextForce 0.0; 0.0; 0.0;; #Vec3d nextTorque ; 20.0; #double mass 1.0, 0.0, 0.0, #Matrix3d inertia 0.0, 1.0, 0.0, 0.0, 0.0, 1.0; 0.0; 0.0; 0.0;; #Vec3d center false; #bool dynamical CDCapsule cdCapsule3{ #PHMaterialDesc 0.4 #float mu; ///< “®–€ŽC–€ŽCŒW” 0.4 #float mu0; ///< ÃŽ~–€ŽCŒW” 0.7 #float e; ///< ’µ‚Ë•Ô‚èŒW” 1.0 #float density; ///< –§“x ; 1.0; #float radius 1.0; #float length } } }