mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
45 lines
1.7 KiB
C
45 lines
1.7 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef PERFORMANCE_H
|
|
#define PERFORMANCE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
// Don't ever change these values, or face all kinds of subtle gameplay changes
|
|
const float k_flMaxVelocity = 2000.0f;
|
|
const float k_flMaxAngularVelocity = 360.0f * 10.0f;
|
|
|
|
const float DEFAULT_MIN_FRICTION_MASS = 10.0f;
|
|
const float DEFAULT_MAX_FRICTION_MASS = 2500.0f;
|
|
struct physics_performanceparams_t
|
|
{
|
|
int maxCollisionsPerObjectPerTimestep; // object will be frozen after this many collisions (visual hitching vs. CPU cost)
|
|
int maxCollisionChecksPerTimestep; // objects may penetrate after this many collision checks (can be extended in AdditionalCollisionChecksThisTick)
|
|
float maxVelocity; // limit world space linear velocity to this (in / s)
|
|
float maxAngularVelocity; // limit world space angular velocity to this (degrees / s)
|
|
float lookAheadTimeObjectsVsWorld; // predict collisions this far (seconds) into the future
|
|
float lookAheadTimeObjectsVsObject; // predict collisions this far (seconds) into the future
|
|
float minFrictionMass; // min mass for friction solves (constrains dynamic range of mass to improve stability)
|
|
float maxFrictionMass; // mas mass for friction solves
|
|
|
|
void Defaults()
|
|
{
|
|
maxCollisionsPerObjectPerTimestep = 6;
|
|
maxCollisionChecksPerTimestep = 250;
|
|
maxVelocity = k_flMaxVelocity;
|
|
maxAngularVelocity = k_flMaxAngularVelocity;
|
|
lookAheadTimeObjectsVsWorld = 1.0f;
|
|
lookAheadTimeObjectsVsObject = 0.5f;
|
|
minFrictionMass = DEFAULT_MIN_FRICTION_MASS;
|
|
maxFrictionMass = DEFAULT_MAX_FRICTION_MASS;
|
|
}
|
|
};
|
|
|
|
|
|
#endif // PERFORMANCE_H
|