Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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