<?xml version="1.0" encoding="utf-8"?>
<document>
  
  <!-- Zendonius Version 1.0 Physics processing -->
  <!-- Note. Changing the FPS will effect how how all the other values interact with each other and should 
  be a high value due to the fact the ball in a pinball is moving very fast and lower values will cause the ball
  to go into objects fractionally (thus we must sample at a higher rate)

  threaded (true/false) defines if the physics runs in a separate thread for multicore CPU's (dev version only)
  -->
  <physics fps="400" threaded="1"></physics>

  <!-- Settings for various objects -->
  <ball mass="72" gravity="7000.0" damping="0.92"></ball>

  <!-- moeMethod="0" Auto-calculate the moments of Inertia for the flipper using internal Newton functions -->
  <!-- moeMethod="1" Calculate the Flipper MOE based on a rectangle (changes aiming behaivour) -->
  <!-- Note: omega is rotational force -->
  <flipper mass="99999.0" omega="45.0" moeMethod="0" 
           leftXoff="0" leftYoff="1500" leftZoff="0" 
           rightXoff="0" rightYoff="1500" rightZoff="0"></flipper>

  <!-- impluse            The amount of power applied to the ball (normal setting).. 
                          this is then scalled up or down to suit the strength setting
       impulseRandomness  Random Percentage (of impulse) added to impulse when the ball hits the object
       vectorRandomness   Random Angle change +/- value to ball direction
  -->
  <bumper 	impulse="99.0" impulseRandomness="10" vectorRandomness="6"></bumper>
  <autoplunger mass="25000.0" force="60000.0"></autoplunger>
  <diverter 	mass="10000.0" omega="33.0"></diverter>
  <gate 	mass="10.0" gravity="6000.0" damping="1.25"></gate>
  <kicker 	impulse="950.0" vukImpulse="1500.0" impulseRandomness="0" vectorRandomness="0"></kicker>
  <plunger 	mass="20000.0" force="45000.0"></plunger>
  <slingshot 	impulse="000.0" impulseRandomness="00" vectorRandomness="0"></slingshot>
  <spindisk 	mass="10000.0" angularDamp="0.33" linearDamp="0.25"></spindisk>

  <!--
   <spinner 	mass="99999.0" gravity="100000" angularDamp="0.5" angularAccel="5.25"
          	spinDampLoose="0.22" spinBackLoose="1.8"
           	spinDampNorm="0.325" spinBackNorm="2.7"
           	spinDampTight="0.575" spinBackTight="3.2"></spinner>
  -->
  <spinner 	mass="45.0" gravity="800.0" angularDamp="0.5" angularAccel="6.7" 
           	spinDampLoose="0.300" spinBackLoose="0.700" 
           	spinDampNorm="0.400"  spinBackNorm="0.700" 
           	spinDampTight="0.500" spinBackTight="0.700"></spinner>
  <emkicker 	mass="99999.0" omega="100.0"></emkicker>
  <varitarget mass="100.0" damping="0.5" tension="3.0" return="15.0"></varitarget>
  <magnet 	impulse="10.0" impulseRandomness="2"></magnet>

  <!-- Nugde Settings -->
  <nudge impulse="150.0" impulseRandomness="25.0" warningLevel="185" leftAngle="20" upAngle="360" rightAngle="340"
         vectorRandomness="4" visualDistance="2" waitPeriod="300" maxBallVelocity="1000.0"></nudge>

  <!-- Materials Settings -->

  <!-- Static coefficient
       - - - - - - - - - - 
      Static friction is the force that holds back a stationary object up to the point that it 
       just starts moving. Thus, the static coefficient of friction concerns the force restricting 
       the movement of an object that is stationary on a relatively smooth, hard surface.

       Kinetic coefficient
       - - - - - - - - - - 
       Once you overcome static friction, kinetic friction is the force holding back regular motion. 
       This, kinetic fiction coefficient of friction concerns the force restricting the movement of 
       an object that is sliding on a relatively smooth, hard surface.
       
       Both coefficients are based on material pairs (ie wood on wood, metal on wood) etc..

       In FP all the settings are for Ball on Wood/Plastic/Rubber/Metal etc..

       and from the Newton docs..
       staticFriction and kineticFriction must be positive values. kineticFriction must be lower or equal than 
       staticFriction. It is recommended that staticFriction and kineticFriction be set to a value 
       lower or equal to 1.0, however because some syntetic materials can have higher than one coeficient 
      of friction Newton allows for the coeficient of friction to be as high as 2.0.

       For more information refer to http://en.wikipedia.org/wiki/Friction
  -->

  <!-- Default Materal Settings to act as defaults incase we forget to set an object during development.  
       There shouldn't be any objects set to this material so these are just a fail safe values -->
  <defaultMat softnessCoef="0.02" elasticCoef="0.1" staticFriction="0.92" kineticFriction="0.92"></defaultMat>

  <!-- Material Settings for surfaces marked as playfields -->
  <playfieldMat 	softnessCoef="0.50" elasticCoef="0.52" staticFriction="0.01" kineticFriction="0.02"></playfieldMat>

  <!-- Primary Material Types -->
  <metalMat 		softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.02" kineticFriction="0.03"></metalMat>
  <plasticMat 	softnessCoef="0.10" elasticCoef="0.40" staticFriction="0.02" kineticFriction="0.05"></plasticMat>
  <woodMat 		softnessCoef="0.06" elasticCoef="0.20" staticFriction="0.02" kineticFriction="0.05"></woodMat>
  <rubberHardMat 	softnessCoef="1.04" elasticCoef="0.20" staticFriction="0.15" kineticFriction="0.08"></rubberHardMat>
  <rubberIntMat 	softnessCoef="2.94" elasticCoef="0.45" staticFriction="0.10" kineticFriction="0.09"></rubberIntMat>
  <rubberSoftMat 	softnessCoef="3.94" elasticCoef="0.65" staticFriction="0.05" kineticFriction="0.10"></rubberSoftMat>

  <!-- Object Specific Material Settings -->
  <gateMat 		softnessCoef="0.03" elasticCoef="0.15" staticFriction="0.00001" kineticFriction="0.00001"></gateMat>
  <kickerMat 		softnessCoef="0.01" elasticCoef="0.20" staticFriction="0.02" kineticFriction="0.02"></kickerMat>
  <rampMat 		softnessCoef="0.03" elasticCoef="0.05" staticFriction="0.01" kineticFriction="0.02"></rampMat>
  <plungerMat 	softnessCoef="0.04" elasticCoef="0.35" staticFriction="0.02" kineticFriction="0.02"></plungerMat>
  <spindiskMat 	softnessCoef="0.05" elasticCoef="0.50" staticFriction="1.50" kineticFriction="2.00"></spindiskMat>
  
</document>
