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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/vphysics/performance.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 88 |
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 |