123 lines
4.5 KiB
C++
123 lines
4.5 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Config/Settings.h"
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#include "Engine/Core/Math/Vector3.h"
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#include "Types.h"
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// Default values for the physics settings
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#define PhysicsSettings_DefaultGravity Vector3(0, -981.0f, 0)
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#define PhysicsSettings_TriangleMeshTriangleMinAreaThreshold (5.0f)
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#define PhysicsSettings_BounceThresholdVelocity (200.0f)
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#define PhysicsSettings_FrictionCombineMode PhysicsCombineMode::Average
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#define PhysicsSettings_RestitutionCombineMode PhysicsCombineMode::Average
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#define PhysicsSettings_DisableCCD false
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#define PhysicsSettings_EnableAdaptiveForce false
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#define PhysicsSettings_MaxDeltaTime (1.0f / 10.0f)
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#define PhysicsSettings_EnableSubstepping false
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#define PhysicsSettings_SubstepDeltaTime (1.0f / 120.0f)
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#define PhysicsSettings_MaxSubsteps 5
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#define PhysicsSettings_QueriesHitTriggers true
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#define PhysicsSettings_SupportCookingAtRuntime false
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/// <summary>
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/// Physics simulation settings container.
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/// </summary>
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/// <seealso cref="Settings{PhysicsSettings}" />
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class PhysicsSettings : public Settings<PhysicsSettings>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="PhysicsSettings"/> class.
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/// </summary>
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PhysicsSettings()
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{
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for (int32 i = 0; i < 32; i++)
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LayerMasks[i] = MAX_uint32;
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}
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public:
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/// <summary>
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/// The default gravity force value (in cm^2/s).
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/// </summary>
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Vector3 DefaultGravity = PhysicsSettings_DefaultGravity;
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/// <summary>
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/// 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.
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/// </summary>
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float TriangleMeshTriangleMinAreaThreshold = PhysicsSettings_TriangleMeshTriangleMinAreaThreshold;
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/// <summary>
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/// Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity
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/// </summary>
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float BounceThresholdVelocity = PhysicsSettings_BounceThresholdVelocity;
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/// <summary>
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/// Default friction combine mode, controls how friction is computed for multiple materials.
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/// </summary>
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PhysicsCombineMode FrictionCombineMode = PhysicsSettings_FrictionCombineMode;
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/// <summary>
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/// Default restitution combine mode, controls how restitution is computed for multiple materials.
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/// </summary>
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PhysicsCombineMode RestitutionCombineMode = PhysicsSettings_RestitutionCombineMode;
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/// <summary>
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/// 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.
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/// </summary>
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bool DisableCCD = PhysicsSettings_DisableCCD;
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/// <summary>
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/// Enables adaptive forces to accelerate convergence of the solver. Can improve physics simulation performance but lead to artifacts.
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/// </summary>
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bool EnableAdaptiveForce = PhysicsSettings_EnableAdaptiveForce;
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/// <summary>
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/// The maximum allowed delta time (in seconds) for the physics simulation step.
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/// </summary>
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float MaxDeltaTime = PhysicsSettings_MaxDeltaTime;
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/// <summary>
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/// Whether to substep the physics simulation.
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/// </summary>
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bool EnableSubstepping = PhysicsSettings_EnableSubstepping;
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/// <summary>
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/// Delta time (in seconds) for an individual simulation substep.
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/// </summary>
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float SubstepDeltaTime = PhysicsSettings_SubstepDeltaTime;
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/// <summary>
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/// The maximum number of substeps for physics simulation.
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/// </summary>
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int32 MaxSubsteps = PhysicsSettings_MaxSubsteps;
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/// <summary>
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/// 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.
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/// </summary>
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bool QueriesHitTriggers = PhysicsSettings_QueriesHitTriggers;
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/// <summary>
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/// Enables support for cooking physical collision shapes geometry at runtime. Use it to enable generating runtime terrain collision or convex mesh colliders.
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/// </summary>
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bool SupportCookingAtRuntime = PhysicsSettings_SupportCookingAtRuntime;
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public:
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/// <summary>
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/// The collision layers masks. Used to define layer-based collision detection.
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/// </summary>
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uint32 LayerMasks[32];
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public:
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// [Settings]
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void Apply() override;
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void RestoreDefault() override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override;
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};
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