Files
FlaxEngine/Source/Engine/Physics/PhysicsSettings.h
2021-01-02 14:28:49 +01:00

123 lines
4.5 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Config/Settings.h"
#include "Engine/Core/Math/Vector3.h"
#include "Types.h"
// Default values for the physics settings
#define PhysicsSettings_DefaultGravity Vector3(0, -981.0f, 0)
#define PhysicsSettings_TriangleMeshTriangleMinAreaThreshold (5.0f)
#define PhysicsSettings_BounceThresholdVelocity (200.0f)
#define PhysicsSettings_FrictionCombineMode PhysicsCombineMode::Average
#define PhysicsSettings_RestitutionCombineMode PhysicsCombineMode::Average
#define PhysicsSettings_DisableCCD false
#define PhysicsSettings_EnableAdaptiveForce false
#define PhysicsSettings_MaxDeltaTime (1.0f / 10.0f)
#define PhysicsSettings_EnableSubstepping false
#define PhysicsSettings_SubstepDeltaTime (1.0f / 120.0f)
#define PhysicsSettings_MaxSubsteps 5
#define PhysicsSettings_QueriesHitTriggers true
#define PhysicsSettings_SupportCookingAtRuntime false
/// <summary>
/// Physics simulation settings container.
/// </summary>
/// <seealso cref="Settings{PhysicsSettings}" />
class PhysicsSettings : public Settings<PhysicsSettings>
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="PhysicsSettings"/> class.
/// </summary>
PhysicsSettings()
{
for (int32 i = 0; i < 32; i++)
LayerMasks[i] = MAX_uint32;
}
public:
/// <summary>
/// The default gravity force value (in cm^2/s).
/// </summary>
Vector3 DefaultGravity = PhysicsSettings_DefaultGravity;
/// <summary>
/// Triangles from triangle meshes (CSG) with an area less than or equal to this value will be removed from physics collision data. Set to less than or equal 0 to disable.
/// </summary>
float TriangleMeshTriangleMinAreaThreshold = PhysicsSettings_TriangleMeshTriangleMinAreaThreshold;
/// <summary>
/// Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity
/// </summary>
float BounceThresholdVelocity = PhysicsSettings_BounceThresholdVelocity;
/// <summary>
/// Default friction combine mode, controls how friction is computed for multiple materials.
/// </summary>
PhysicsCombineMode FrictionCombineMode = PhysicsSettings_FrictionCombineMode;
/// <summary>
/// Default restitution combine mode, controls how restitution is computed for multiple materials.
/// </summary>
PhysicsCombineMode RestitutionCombineMode = PhysicsSettings_RestitutionCombineMode;
/// <summary>
/// If true CCD will be ignored. This is an optimization when CCD is never used which removes the need for physx to check it internally.
/// </summary>
bool DisableCCD = PhysicsSettings_DisableCCD;
/// <summary>
/// Enables adaptive forces to accelerate convergence of the solver. Can improve physics simulation performance but lead to artifacts.
/// </summary>
bool EnableAdaptiveForce = PhysicsSettings_EnableAdaptiveForce;
/// <summary>
/// The maximum allowed delta time (in seconds) for the physics simulation step.
/// </summary>
float MaxDeltaTime = PhysicsSettings_MaxDeltaTime;
/// <summary>
/// Whether to substep the physics simulation.
/// </summary>
bool EnableSubstepping = PhysicsSettings_EnableSubstepping;
/// <summary>
/// Delta time (in seconds) for an individual simulation substep.
/// </summary>
float SubstepDeltaTime = PhysicsSettings_SubstepDeltaTime;
/// <summary>
/// The maximum number of substeps for physics simulation.
/// </summary>
int32 MaxSubsteps = PhysicsSettings_MaxSubsteps;
/// <summary>
/// If enabled, any Raycast or other scene query that intersects with a Collider marked as a Trigger will returns with a hit. Individual raycasts can override this behavior.
/// </summary>
bool QueriesHitTriggers = PhysicsSettings_QueriesHitTriggers;
/// <summary>
/// Enables support for cooking physical collision shapes geometry at runtime. Use it to enable generating runtime terrain collision or convex mesh colliders.
/// </summary>
bool SupportCookingAtRuntime = PhysicsSettings_SupportCookingAtRuntime;
public:
/// <summary>
/// The collision layers masks. Used to define layer-based collision detection.
/// </summary>
uint32 LayerMasks[32];
public:
// [Settings]
void Apply() override;
void RestoreDefault() override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override;
};