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authorJuan Linietsky <reduzio@gmail.com>2014-09-02 23:13:40 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-09-02 23:13:40 -0300
commit1a2cb755e2d8b9d59178f36702f6dff7235b9088 (patch)
tree4a88f47c8b984522e36ac973accb34bdcb00363b /demos
parent89fa70706f9166765c3ac3f799225a467800f065 (diff)
3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
Diffstat (limited to 'demos')
-rw-r--r--demos/2d/platformer/stage.xml23
-rw-r--r--demos/3d/kinematic_char/cubelib.resbin0 -> 11431 bytes
-rw-r--r--demos/3d/kinematic_char/cubio.gd96
-rw-r--r--demos/3d/kinematic_char/engine.cfg17
-rw-r--r--demos/3d/kinematic_char/follow_camera.gd92
-rw-r--r--demos/3d/kinematic_char/kinebody3d.pngbin0 -> 6078 bytes
-rw-r--r--demos/3d/kinematic_char/level.scnbin0 -> 15257 bytes
-rw-r--r--demos/3d/kinematic_char/purple_wood.texbin0 -> 173520 bytes
-rw-r--r--demos/3d/kinematic_char/purplecube.scnbin0 -> 9808 bytes
-rw-r--r--demos/3d/kinematic_char/twood.texbin0 -> 168054 bytes
-rw-r--r--demos/3d/kinematic_char/white_wood.texbin0 -> 169001 bytes
11 files changed, 218 insertions, 10 deletions
diff --git a/demos/2d/platformer/stage.xml b/demos/2d/platformer/stage.xml
index 6a112e02aa..78d0f9ae2c 100644
--- a/demos/2d/platformer/stage.xml
+++ b/demos/2d/platformer/stage.xml
@@ -1,19 +1,20 @@
<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="9" version="1.0" version_name="Godot Engine v1.0.3917-beta1">
- <ext_resource path="res://music.ogg" type="AudioStream"></ext_resource>
<ext_resource path="res://tileset.xml" type="TileSet"></ext_resource>
+ <ext_resource path="res://music.ogg" type="AudioStream"></ext_resource>
<ext_resource path="res://coin.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://player.xml" type="PackedScene"></ext_resource>
- <ext_resource path="res://moving_platform.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://seesaw.xml" type="PackedScene"></ext_resource>
+ <ext_resource path="res://moving_platform.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://enemy.xml" type="PackedScene"></ext_resource>
<ext_resource path="res://parallax_bg.xml" type="PackedScene"></ext_resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
- <string_array len="119">
+ <string_array len="122">
<string> "stage" </string>
<string> "Node" </string>
+ <string> "_import_path" </string>
<string> "__meta__" </string>
<string> "tile_map" </string>
<string> "TileMap" </string>
@@ -28,7 +29,9 @@
<string> "quadrant_size" </string>
<string> "tile_set" </string>
<string> "tile_data" </string>
- <string> "collision_layers" </string>
+ <string> "collision/friction" </string>
+ <string> "collision/bounce" </string>
+ <string> "collision/layers" </string>
<string> "coins" </string>
<string> "coin" </string>
<string> "Area2D" </string>
@@ -140,6 +143,7 @@
<int> 66 </int>
<string> "variants" </string>
<array len="96" shared="false">
+ <node_path> "" </node_path>
<dictionary shared="false">
<string> "__editor_plugin_states__" </string>
<dictionary shared="false">
@@ -164,7 +168,7 @@
<string> "use_snap" </string>
<bool> False </bool>
<string> "ofs" </string>
- <vector2> 418.81, 615.088 </vector2>
+ <vector2> -177.089, 415.221 </vector2>
<string> "snap" </string>
<int> 10 </int>
</dictionary>
@@ -318,7 +322,7 @@
<vector2> 4236.75, 541.058 </vector2>
<vector2> 4172.75, 541.058 </vector2>
<resource resource_type="PackedScene" path="res://player.xml"> </resource>
- <vector2> 236.879, 1051.15 </vector2>
+ <vector2> 251.684, 1045.6 </vector2>
<resource resource_type="PackedScene" path="res://moving_platform.xml"> </resource>
<vector2> 1451.86, 742.969 </vector2>
<vector2> 0, 140 </vector2>
@@ -349,16 +353,15 @@
<real> -202 </real>
<real> 358 </real>
<real> -10 </real>
- <node_path> "" </node_path>
<int> 2 </int>
- <real> 14 </real>
+ <real> 7 </real>
<real> 14.769231 </real>
- <string> "This is a simple demo on how to make a platformer game with Godot.&#10;This version uses physics and the 2D physics engine for motion and collision.&#10;&#10;The demo also shows the benefits of using the scene system, where coins,&#10;enemies and the player are edited separatedly and instanced in the stage.&#10;&#10;To edit the base tiles for the tileset, open the tileset_edit.xml file and follow &#10;instructions.&#10;" </string>
+ <string> "This is a simple demo on how to make a platformer game with Godot.&#22;This version uses physics and the 2D physics engine for motion and collision.&#22;&#22;The demo also shows the benefits of using the scene system, where coins,&#22;enemies and the player are edited separatedly and instanced in the stage.&#22;&#22;To edit the base tiles for the tileset, open the tileset_edit.xml file and follow &#22;instructions.&#22;" </string>
<int> 0 </int>
<real> -1 </real>
</array>
<string> "nodes" </string>
- <int_array len="690"> -1, -1, 1, 0, -1, 1, 2, 0, 0, 0, 0, 4, 3, -1, 13, 5, 1, 6, 2, 7, 2, 8, 3, 9, 4, 10, 5, 11, 6, 12, 7, 13, 8, 14, 9, 15, 10, 16, 11, 2, 12, 0, 0, 0, 1, 17, -1, 1, 2, 13, 0, 2, 0, 19, 18, 14, 1, 9, 15, 0, 2, 0, 19, 20, 14, 1, 9, 16, 0, 2, 0, 19, 21, 14, 1, 9, 17, 0, 2, 0, 19, 22, 14, 1, 9, 18, 0, 2, 0, 19, 23, 14, 1, 9, 19, 0, 2, 0, 19, 24, 14, 1, 9, 20, 0, 2, 0, 19, 25, 14, 1, 9, 21, 0, 2, 0, 19, 26, 14, 1, 9, 22, 0, 2, 0, 19, 27, 14, 1, 9, 23, 0, 2, 0, 19, 28, 14, 1, 9, 24, 0, 2, 0, 19, 29, 14, 1, 9, 25, 0, 2, 0, 19, 30, 14, 1, 9, 26, 0, 2, 0, 19, 31, 14, 1, 9, 27, 0, 2, 0, 19, 32, 14, 1, 9, 28, 0, 2, 0, 19, 33, 14, 1, 9, 29, 0, 2, 0, 19, 34, 14, 1, 9, 30, 0, 2, 0, 19, 35, 14, 1, 9, 31, 0, 2, 0, 19, 36, 14, 1, 9, 32, 0, 2, 0, 19, 37, 14, 1, 9, 33, 0, 2, 0, 19, 38, 14, 1, 9, 34, 0, 2, 0, 19, 39, 14, 1, 9, 35, 0, 2, 0, 19, 40, 14, 1, 9, 36, 0, 2, 0, 19, 41, 14, 1, 9, 37, 0, 2, 0, 19, 42, 14, 1, 9, 38, 0, 2, 0, 19, 43, 14, 1, 9, 39, 0, 2, 0, 19, 44, 14, 1, 9, 40, 0, 2, 0, 19, 45, 14, 1, 9, 41, 0, 2, 0, 19, 46, 14, 1, 9, 42, 0, 2, 0, 19, 47, 14, 1, 9, 43, 0, 2, 0, 19, 48, 14, 1, 9, 44, 0, 2, 0, 19, 49, 14, 1, 9, 45, 0, 2, 0, 19, 50, 14, 1, 9, 46, 0, 2, 0, 19, 51, 14, 1, 9, 47, 0, 2, 0, 19, 52, 14, 1, 9, 48, 0, 2, 0, 19, 53, 14, 1, 9, 49, 0, 2, 0, 19, 54, 14, 1, 9, 50, 0, 2, 0, 19, 55, 14, 1, 9, 51, 0, 2, 0, 19, 56, 14, 1, 9, 52, 0, 2, 0, 19, 57, 14, 1, 9, 53, 0, 2, 0, 19, 58, 14, 1, 9, 54, 0, 2, 0, 19, 59, 14, 1, 9, 55, 0, 2, 0, 19, 60, 14, 1, 9, 56, 0, 0, 0, 62, 61, 57, 1, 9, 58, 0, 0, 0, 1, 63, -1, 0, 0, 46, 0, 65, 64, 59, 3, 9, 60, 66, 61, 67, 62, 0, 46, 0, 65, 68, 59, 3, 9, 63, 66, 64, 67, 65, 0, 46, 0, 65, 69, 59, 3, 9, 66, 66, 67, 67, 65, 0, 46, 0, 65, 70, 68, 1, 9, 69, 0, 0, 0, 72, 71, -1, 6, 73, 70, 74, 3, 75, 1, 76, 71, 77, 1, 78, 3, 0, 0, 0, 1, 79, -1, 0, 0, 52, 0, 62, 80, 72, 1, 9, 73, 0, 52, 0, 62, 81, 72, 1, 9, 74, 0, 52, 0, 62, 82, 72, 1, 9, 75, 0, 52, 0, 62, 83, 72, 1, 9, 76, 0, 52, 0, 62, 84, 72, 1, 9, 77, 0, 52, 0, 62, 85, 72, 1, 9, 78, 0, 52, 0, 62, 86, 72, 1, 9, 79, 0, 52, 0, 62, 87, 72, 1, 9, 80, 0, 52, 0, 62, 88, 72, 1, 9, 81, 0, 52, 0, 62, 89, 72, 1, 9, 82, 0, 52, 0, 62, 90, 72, 1, 9, 83, 0, 0, 0, 92, 91, 84, 0, 0, 0, 0, 93, 93, -1, 29, 5, 1, 6, 2, 7, 2, 8, 3, 94, 85, 95, 86, 96, 87, 97, 88, 98, 89, 99, 89, 100, 89, 101, 89, 102, 1, 103, 1, 104, 90, 105, 2, 106, 5, 107, 91, 108, 2, 109, 92, 110, 5, 111, 3, 112, 3, 113, 93, 114, 94, 115, 94, 116, 1, 117, 3, 118, 95, 0 </int_array>
+ <int_array len="708"> -1, -1, 1, 0, -1, 2, 2, 0, 3, 1, 0, 0, 0, 5, 4, -1, 16, 2, 0, 6, 2, 7, 3, 8, 3, 9, 4, 10, 5, 11, 6, 12, 7, 13, 8, 14, 9, 15, 10, 16, 11, 17, 3, 18, 6, 19, 12, 3, 13, 0, 0, 0, 1, 20, -1, 2, 2, 0, 3, 14, 0, 2, 0, 22, 21, 15, 1, 10, 16, 0, 2, 0, 22, 23, 15, 1, 10, 17, 0, 2, 0, 22, 24, 15, 1, 10, 18, 0, 2, 0, 22, 25, 15, 1, 10, 19, 0, 2, 0, 22, 26, 15, 1, 10, 20, 0, 2, 0, 22, 27, 15, 1, 10, 21, 0, 2, 0, 22, 28, 15, 1, 10, 22, 0, 2, 0, 22, 29, 15, 1, 10, 23, 0, 2, 0, 22, 30, 15, 1, 10, 24, 0, 2, 0, 22, 31, 15, 1, 10, 25, 0, 2, 0, 22, 32, 15, 1, 10, 26, 0, 2, 0, 22, 33, 15, 1, 10, 27, 0, 2, 0, 22, 34, 15, 1, 10, 28, 0, 2, 0, 22, 35, 15, 1, 10, 29, 0, 2, 0, 22, 36, 15, 1, 10, 30, 0, 2, 0, 22, 37, 15, 1, 10, 31, 0, 2, 0, 22, 38, 15, 1, 10, 32, 0, 2, 0, 22, 39, 15, 1, 10, 33, 0, 2, 0, 22, 40, 15, 1, 10, 34, 0, 2, 0, 22, 41, 15, 1, 10, 35, 0, 2, 0, 22, 42, 15, 1, 10, 36, 0, 2, 0, 22, 43, 15, 1, 10, 37, 0, 2, 0, 22, 44, 15, 1, 10, 38, 0, 2, 0, 22, 45, 15, 1, 10, 39, 0, 2, 0, 22, 46, 15, 1, 10, 40, 0, 2, 0, 22, 47, 15, 1, 10, 41, 0, 2, 0, 22, 48, 15, 1, 10, 42, 0, 2, 0, 22, 49, 15, 1, 10, 43, 0, 2, 0, 22, 50, 15, 1, 10, 44, 0, 2, 0, 22, 51, 15, 1, 10, 45, 0, 2, 0, 22, 52, 15, 1, 10, 46, 0, 2, 0, 22, 53, 15, 1, 10, 47, 0, 2, 0, 22, 54, 15, 1, 10, 48, 0, 2, 0, 22, 55, 15, 1, 10, 49, 0, 2, 0, 22, 56, 15, 1, 10, 50, 0, 2, 0, 22, 57, 15, 1, 10, 51, 0, 2, 0, 22, 58, 15, 1, 10, 52, 0, 2, 0, 22, 59, 15, 1, 10, 53, 0, 2, 0, 22, 60, 15, 1, 10, 54, 0, 2, 0, 22, 61, 15, 1, 10, 55, 0, 2, 0, 22, 62, 15, 1, 10, 56, 0, 2, 0, 22, 63, 15, 1, 10, 57, 0, 0, 0, 65, 64, 58, 1, 10, 59, 0, 0, 0, 1, 66, -1, 1, 2, 0, 0, 46, 0, 68, 67, 60, 3, 10, 61, 69, 62, 70, 63, 0, 46, 0, 68, 71, 60, 3, 10, 64, 69, 65, 70, 66, 0, 46, 0, 68, 72, 60, 3, 10, 67, 69, 68, 70, 66, 0, 46, 0, 68, 73, 69, 1, 10, 70, 0, 0, 0, 75, 74, -1, 7, 2, 0, 76, 71, 77, 4, 78, 2, 79, 72, 80, 2, 81, 4, 0, 0, 0, 1, 82, -1, 1, 2, 0, 0, 52, 0, 65, 83, 73, 1, 10, 74, 0, 52, 0, 65, 84, 73, 1, 10, 75, 0, 52, 0, 65, 85, 73, 1, 10, 76, 0, 52, 0, 65, 86, 73, 1, 10, 77, 0, 52, 0, 65, 87, 73, 1, 10, 78, 0, 52, 0, 65, 88, 73, 1, 10, 79, 0, 52, 0, 65, 89, 73, 1, 10, 80, 0, 52, 0, 65, 90, 73, 1, 10, 81, 0, 52, 0, 65, 91, 73, 1, 10, 82, 0, 52, 0, 65, 92, 73, 1, 10, 83, 0, 52, 0, 65, 93, 73, 1, 10, 84, 0, 0, 0, 95, 94, 85, 0, 0, 0, 0, 96, 96, -1, 30, 2, 0, 6, 2, 7, 3, 8, 3, 9, 4, 97, 86, 98, 87, 99, 88, 100, 89, 101, 0, 102, 0, 103, 0, 104, 0, 105, 2, 106, 2, 107, 90, 108, 3, 109, 6, 110, 91, 111, 3, 112, 92, 113, 6, 114, 4, 115, 4, 116, 93, 117, 94, 118, 94, 119, 2, 120, 4, 121, 95, 0 </int_array>
<string> "conns" </string>
<int_array len="0"> </int_array>
</dictionary>
diff --git a/demos/3d/kinematic_char/cubelib.res b/demos/3d/kinematic_char/cubelib.res
new file mode 100644
index 0000000000..66b999d78d
--- /dev/null
+++ b/demos/3d/kinematic_char/cubelib.res
Binary files differ
diff --git a/demos/3d/kinematic_char/cubio.gd b/demos/3d/kinematic_char/cubio.gd
new file mode 100644
index 0000000000..6f12e39db7
--- /dev/null
+++ b/demos/3d/kinematic_char/cubio.gd
@@ -0,0 +1,96 @@
+
+extends KinematicBody
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+var g = -9.8
+var vel = Vector3()
+const MAX_SPEED = 5
+const JUMP_SPEED = 7
+const ACCEL= 2
+const DEACCEL= 4
+const MAX_SLOPE_ANGLE = 30
+
+func _fixed_process(delta):
+
+ var dir = Vector3() #where does the player intend to walk to
+ var cam_xform = get_node("target/camera").get_global_transform()
+
+ if (Input.is_action_pressed("move_forward")):
+ dir+=-cam_xform.basis[2]
+ if (Input.is_action_pressed("move_backwards")):
+ dir+=cam_xform.basis[2]
+ if (Input.is_action_pressed("move_left")):
+ dir+=-cam_xform.basis[0]
+ if (Input.is_action_pressed("move_right")):
+ dir+=cam_xform.basis[0]
+
+ dir.y=0
+ dir=dir.normalized()
+
+ vel.y+=delta*g
+
+ var hvel = vel
+ hvel.y=0
+
+ var target = dir*MAX_SPEED
+ var accel
+ if (dir.dot(hvel) >0):
+ accel=ACCEL
+ else:
+ accel=DEACCEL
+
+ hvel = hvel.linear_interpolate(target,accel*delta)
+
+ vel.x=hvel.x;
+ vel.z=hvel.z
+
+ var motion = vel*delta
+ motion=move(vel*delta)
+
+ var on_floor = false
+ var original_vel = vel
+
+
+ var floor_velocity=Vector2()
+
+ var attempts=4
+
+ while(is_colliding() and attempts):
+ var n=get_collision_normal()
+
+ if ( rad2deg(acos(n.dot( Vector3(0,1,0)))) < MAX_SLOPE_ANGLE ):
+ #if angle to the "up" vectors is < angle tolerance
+ #char is on floor
+ floor_velocity=get_collider_velocity()
+ on_floor=true
+
+ motion = n.slide(motion)
+ vel = n.slide(vel)
+ if (original_vel.dot(vel) > 0):
+ #do not allow to slide towads the opposite direction we were coming from
+ motion=move(motion)
+ if (motion.length()<0.001):
+ break
+ attempts-=1
+
+ if (on_floor and floor_velocity!=Vector3()):
+ move(floor_velocity*delta)
+
+ if (on_floor and Input.is_action_pressed("jump")):
+ vel.y=JUMP_SPEED
+
+ var crid = get_node("../elevator1").get_rid()
+# print(crid," : ",PS.body_get_state(crid,PS.BODY_STATE_TRANSFORM))
+
+func _ready():
+ # Initalization here
+ set_fixed_process(true)
+ pass
+
+
+func _on_tcube_body_enter( body ):
+ get_node("../ty").show()
+ pass # replace with function body
diff --git a/demos/3d/kinematic_char/engine.cfg b/demos/3d/kinematic_char/engine.cfg
new file mode 100644
index 0000000000..b3060b65e0
--- /dev/null
+++ b/demos/3d/kinematic_char/engine.cfg
@@ -0,0 +1,17 @@
+[application]
+
+name="Kinematic Character 3D"
+main_scene="res://level.scn"
+icon="res://kinebody3d.png"
+
+[input]
+
+move_forward=[key(Up)]
+move_left=[key(Left)]
+move_right=[key(Right)]
+move_backwards=[key(Down)]
+jump=[key(Space)]
+
+[rasterizer]
+
+shadow_filter=3
diff --git a/demos/3d/kinematic_char/follow_camera.gd b/demos/3d/kinematic_char/follow_camera.gd
new file mode 100644
index 0000000000..0b9ff9bbb2
--- /dev/null
+++ b/demos/3d/kinematic_char/follow_camera.gd
@@ -0,0 +1,92 @@
+
+extends Camera
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+var collision_exception=[]
+export var min_distance=0.5
+export var max_distance=4.0
+export var angle_v_adjust=0.0
+export var autoturn_ray_aperture=25
+export var autoturn_speed=50
+var max_height = 2.0
+var min_height = 0
+
+func _fixed_process(dt):
+ var target = get_parent().get_global_transform().origin
+ var pos = get_global_transform().origin
+ var up = Vector3(0,1,0)
+
+ var delta = pos - target
+
+ #regular delta follow
+
+ #check ranges
+
+ if (delta.length() < min_distance):
+ delta = delta.normalized() * min_distance
+ elif (delta.length() > max_distance):
+ delta = delta.normalized() * max_distance
+
+ #check upper and lower height
+ if ( delta.y > max_height):
+ delta.y = max_height
+ if ( delta.y < min_height):
+ delta.y = min_height
+
+ #check autoturn
+
+ var ds = PhysicsServer.space_get_direct_state( get_world().get_space() )
+
+
+ var col_left = ds.intersect_ray(target,target+Matrix3(up,deg2rad(autoturn_ray_aperture)).xform(delta),collision_exception)
+ var col = ds.intersect_ray(target,target,collision_exception)
+ var col_right = ds.intersect_ray(target,target+Matrix3(up,deg2rad(-autoturn_ray_aperture)).xform(delta),collision_exception)
+
+ if (col!=null):
+ #if main ray was occluded, get camera closer, this is the worst case scenario
+ delta = col.position - target
+ elif (col_left!=null and col_right==null):
+ #if only left ray is occluded, turn the camera around to the right
+ delta = Matrix3(up,deg2rad(-dt*autoturn_speed)).xform(delta)
+ elif (col_left==null and col_right!=null):
+ #if only right ray is occluded, turn the camera around to the left
+ delta = Matrix3(up,deg2rad(dt*autoturn_speed)).xform(delta)
+ else:
+ #do nothing otherwise, left and right are occluded but center is not, so do not autoturn
+ pass
+
+ #apply lookat
+ pos = target + delta
+
+ look_at_from_pos(pos,target,up)
+
+ #turn a little up or down
+ var t = get_transform()
+ t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
+ set_transform(t)
+
+
+
+func _ready():
+
+#find collision exceptions for ray
+ var node = self
+ while(node):
+ if (node extends RigidBody):
+ collision_exception.append(node.get_rid())
+ break
+ else:
+ node=node.get_parent()
+ # Initalization here
+ set_fixed_process(true)
+ #this detaches the camera transform from the parent spatial node
+ set_as_toplevel(true)
+
+
+
+
+
+
diff --git a/demos/3d/kinematic_char/kinebody3d.png b/demos/3d/kinematic_char/kinebody3d.png
new file mode 100644
index 0000000000..41f0edb246
--- /dev/null
+++ b/demos/3d/kinematic_char/kinebody3d.png
Binary files differ
diff --git a/demos/3d/kinematic_char/level.scn b/demos/3d/kinematic_char/level.scn
new file mode 100644
index 0000000000..785db19adc
--- /dev/null
+++ b/demos/3d/kinematic_char/level.scn
Binary files differ
diff --git a/demos/3d/kinematic_char/purple_wood.tex b/demos/3d/kinematic_char/purple_wood.tex
new file mode 100644
index 0000000000..cdf0f810f1
--- /dev/null
+++ b/demos/3d/kinematic_char/purple_wood.tex
Binary files differ
diff --git a/demos/3d/kinematic_char/purplecube.scn b/demos/3d/kinematic_char/purplecube.scn
new file mode 100644
index 0000000000..ab758366fd
--- /dev/null
+++ b/demos/3d/kinematic_char/purplecube.scn
Binary files differ
diff --git a/demos/3d/kinematic_char/twood.tex b/demos/3d/kinematic_char/twood.tex
new file mode 100644
index 0000000000..65c1bd043c
--- /dev/null
+++ b/demos/3d/kinematic_char/twood.tex
Binary files differ
diff --git a/demos/3d/kinematic_char/white_wood.tex b/demos/3d/kinematic_char/white_wood.tex
new file mode 100644
index 0000000000..e003442e70
--- /dev/null
+++ b/demos/3d/kinematic_char/white_wood.tex
Binary files differ