diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2005-08-03 22:22:30 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2005-08-03 22:22:30 +0400 |
commit | 2cc6d565cbc9da005e1c13828c6b3a3d46cd32cb (patch) | |
tree | 223668a1cc543f49419885e4dbcae40b65bd9229 /source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h | |
parent | 8a58197cf3f35fe5123721f4a2d8161f1147c3f2 (diff) |
moved some hardcoded constants into tweaking tresholds
exposed those tresholds to python (more 'expert' settings)
Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r-- | source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h index ca856598772..96b0eda326f 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h @@ -51,7 +51,27 @@ class PHY_IPhysicsEnvironment //returns 0.f if no fixed timestep is used virtual float getFixedTimeStep()=0; + ///setDebugMode is used to support several ways of debug lines, contact point visualization virtual void setDebugMode(int debugMode) {} + ///setNumIterations set the number of iterations for iterative solvers + virtual void setNumIterations(int numIter) {} + ///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated + virtual void setDeactivationTime(float dTime) {} + ///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime + virtual void setDeactivationLinearTreshold(float linTresh) {} + ///setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime + virtual void setDeactivationAngularTreshold(float angTresh) {} + ///setContactBreakingTreshold sets tresholds to do with contact point management + virtual void setContactBreakingTreshold(float contactBreakingTreshold) {} + ///continuous collision detection mode, very experimental for Bullet + virtual void setCcdMode(int ccdMode) {} + ///successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behaviour + virtual void setSolverSorConstant(float sor) {} + ///setTau sets the spring constant of a penalty based solver + virtual void setTau(float tau) {} + ///setDamping sets the damper constant of a penalty based solver + virtual void setDamping(float damping) {} + virtual void setGravity(float x,float y,float z)=0; virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type, |