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PhysicsSimGlobalSettings

16.6

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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.

Properties

0x635d340e

F32 = 1000
16.20
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CollisionResolutionMode

U8 = 0
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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

ConstraintIterations

U16 = 1
Type history (2 revisions)
  • 16.6 - 16.6 I32
  • since 16.7 U16
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The largest number of passes over the constraints in each substep. A substep stops early when the largest error is below ConvergenceThreshold.

ConstraintSolverType

U8 = 0
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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.

ConstraintSubsteps

U16 = 50
16.13
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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.

ConvergenceThreshold

F32 = 0.000009999999747378752
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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.

Gravity

Vec3 = [0, -981, 0]
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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.