0x635d340e
F32 = 1000 No documentation available yet. Click "Add documentation" to contribute!
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The settings of the physics solver that every dynamics chain uses. The client keeps one object of this class. When the game data has none, the client uses the defaults of the class.
The solver has two parts. The joints are moved and pushed out of collision shapes once
per frame. The constraints (the lateral links, and the rod constraints of groups with
UseRodPhysics) are then solved in several substeps.
F32 = 1000 No documentation available yet. Click "Add documentation" to contribute!
U8 = 0 When the joints are pushed out of the collision shapes.
| Value | Meaning |
|---|---|
0 |
Once per frame, before the constraints are solved |
1 |
After every pass over the constraints |
U16 = 1 I32 U16 The largest number of passes over the constraints in each substep. A substep stops
early when the largest error is below ConvergenceThreshold.
U8 = 0 0, which is the default, solves the constraints. Any other value creates no
constraint solver: lateral links and rod constraints do nothing, and the joints are
not pushed out of collision shapes.
U16 = 50 The number of substeps the constraints are solved in on each frame. The frame time is divided by this number. More substeps make soft constraints behave as their softness says, and cost more time.
F32 = 0.000009999999747378752 The error below which a substep stops its passes. The error of a constraint is how far it is from being satisfied, in world units for a distance.
Vec3 = [0, -981, 0] The gravity of every simulation that does not override it, in world units per
second squared. The default points down the world Y axis at 981, which is the
gravity of Earth with one world unit as one centimetre.