//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PERFORMANCE_H #define PERFORMANCE_H #ifdef _WIN32 #pragma once #endif 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 void Defaults() { maxCollisionsPerObjectPerTimestep = 6; maxCollisionChecksPerTimestep = 250; maxVelocity = 2000.0f; maxAngularVelocity = 360.0f * 10.0f; lookAheadTimeObjectsVsWorld = 1.0f; lookAheadTimeObjectsVsObject = 0.5f; } }; #endif // PERFORMANCE_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |