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Stationary objects are objects such as floors and walls that may collide with other objects but will never move. Stationary objects require much less computation than Mobile objects, so it is always preferable to use a Stationary object when you know that an object will not need to move during a simulation.To setup a stationary object, you'll need to associate it with a Shape object using the method register.
Setting Up the Stationary Object
Getting the Light Exposure on the Object
Changing the Appearence of the Object
Configuring Physical Properties of the Object
Informs this object that it should display shadows (and/or reflections) of Mobile objects. The shadows and reflections will always be shown on the plane of the object pointing upwards on the Y axis--that is to say, the plane with normal (0, 1, 0). If the object does not have a plane with normal (0, 1, 0), the shadows and reflections will not be displayed correctly. This method must be used in conjunction with the method enable-shadows (Control).
Before using this method, you should also refer to an improved shadowing technique outlined in OBJECTMETHOD(Control.tz:enable-shadow-volumes).
Returns the color of the Stationary object.
When used in conjunction with light exposure detection (enable-light-exposure-detection (Control)), this method returns the level of light exposure on this stationary object.
Returns the location of the Stationary object.
Registers a stationary object using shape theShape at the location specified by theLocation.
Sets the color of the Stationary object to newColor. Textures override color settings, so be sure to set the texture to -1 using the Real.tz method set-texture if you want a flat color to be displayed--the texture is on by default for stationary objects.
The vector elements of newColor are interpreted as red, green, and blue values, on a scale from 0.0 to 1.0.
The Stationary object must be registered in the world before calling this method. See register.
Sets the "coefficient of restitution" a value which determines the elasticity of the object in a collision. Valid values range from 0.0 to 1.0, with 0.0 representing a totally inelastic collision (such as a lump of clay) while 1.0 represents a totally (and unrealistically) elastic collision (such as a rubber ball).
Sets the "tangential coefficient of restitution", a frictional version of the "coefficient of restitution" described in the documentation for set-e. The value ranges from -1.0 to 1.0. Negative values mean that friction pushes against the sliding object.
Sets the coefficient of friction to newMu.