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Diffstat (limited to 'public/vphysics/performance.h')
| -rw-r--r-- | public/vphysics/performance.h | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/public/vphysics/performance.h b/public/vphysics/performance.h new file mode 100644 index 0000000..fa1cf47 --- /dev/null +++ b/public/vphysics/performance.h @@ -0,0 +1,44 @@ +//========= 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 |