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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/vphysics/performance.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/vphysics/performance.h')
-rw-r--r--sp/src/public/vphysics/performance.h88
1 files changed, 44 insertions, 44 deletions
diff --git a/sp/src/public/vphysics/performance.h b/sp/src/public/vphysics/performance.h
index c515f4bb..fa1cf47e 100644
--- a/sp/src/public/vphysics/performance.h
+++ b/sp/src/public/vphysics/performance.h
@@ -1,44 +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
+//========= 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