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float | mass = 70 |
| | Character mass (kg)
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float | maxStrength = 100 |
| | Maximum force with which the character can push other bodies (N).
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float | predictiveContactDistance = 0.1f |
| | How far to scan outside of the shape for predictive contacts. A value of 0 will most likely cause the character to get stuck as it cannot properly calculate a sliding direction anymore. A value that's too high will cause ghost collisions.
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uint32_t | maxCollisionIterations = 5 |
| | Max amount of collision loops.
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uint32_t | maxConstraintIterations = 15 |
| | How often to try stepping in the constraint solving.
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float | minTimeRemaining = 1.0e-4f |
| | Early out condition: If this much time is left to simulate we are done.
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float | collisionTolerance = 1.0e-3f |
| | How far we're willing to penetrate geometry.
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float | characterPadding = 0.02f |
| | How far we try to stay away from the geometry, this ensures that the sweep will hit as little as possible lowering the collision cost and reducing the risk of getting stuck.
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uint32_t | maxNumHits = 256 |
| | Max num hits to collect in order to avoid excess of contact points collection.
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float | hitReductionCosMaxAngle = 0.999f |
| | Cos(angle) where angle is the maximum angle between two hits contact normals that are allowed to be merged during hit reduction. Default is around 2.5 degrees. Set to -1 to turn off.
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float | penetrationRecoverySpeed = 1.0f |
| | This value governs how fast a penetration will be resolved, 0 = nothing is resolved, 1 = everything in one update.
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The documentation for this struct was generated from the following file: