godot-tank-test/testbounce.tscn

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[gd_scene load_steps=2 format=1]
[ext_resource path="res://rock01.msh" type="Mesh" id=1]
[node name="MeshInstance3D" type="MeshInstance3D"]
_import_transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
transform/local = Transform3D( 0.986554, 0.163435, 0, -0.163435, 0.986554, 0, 0, 0, 1, 0, 0, 0 )
layers = 1
geometry/visible = true
geometry/material_override = null
geometry/cast_shadow = 1
geometry/receive_shadows = true
geometry/range_begin = 0.0
geometry/range_end = 0.0
geometry/extra_cull_margin = 0.0
geometry/billboard = false
geometry/billboard_y = false
geometry/depth_scale = false
geometry/visible_in_all_rooms = false
geometry/use_baked_light = false
geometry/baked_light_tex_id = 0
mesh/mesh = ExtResource( 1 )
mesh/skeleton = NodePath("..")
material/0 = null
[node name="OmniLight3D" type="OmniLight3D" parent="."]
_import_transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
transform/local = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, -13.0938, 7.65127, 0 )
layers = 1
params/enabled = true
params/editor_only = false
params/bake_mode = 0
params/energy = 1.0
colors/diffuse = Color( 1, 1, 1, 1 )
colors/specular = Color( 1, 1, 1, 1 )
shadow/shadow = false
shadow/darkening = 0.0
shadow/z_offset = 0.001
shadow/z_slope_scale = 0.0
shadow/esm_multiplier = 60.0
shadow/blur_passes = 1.0
projector = null
operator = 0
params/radius = 2.0
params/attenuation = 1.0
[node name="Camera3D" type="Camera3D" parent="."]
_import_transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
transform/local = Transform3D( 0.11797, 0, -0.993017, 1.86265e-09, 1, 1.49012e-08, 0.993017, 0, 0.11797, -8.8291, 7.63259, 1.75589 )
projection = 0
fov = 60.0
near = 0.1
far = 100.0
keep_aspect = 1
current = false
visible_layers = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0