godot/modules/jolt_physics/jolt_project_settings.h
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

82 lines
3.9 KiB
C++

/**************************************************************************/
/* jolt_project_settings.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#ifndef JOLT_PROJECT_SETTINGS_H
#define JOLT_PROJECT_SETTINGS_H
#include <stdint.h>
class JoltProjectSettings {
public:
static void register_settings();
static int get_simulation_velocity_steps();
static int get_simulation_position_steps();
static bool use_enhanced_internal_edge_removal_for_bodies();
static bool areas_detect_static_bodies();
static bool should_generate_all_kinematic_contacts();
static float get_penetration_slop();
static float get_speculative_contact_distance();
static float get_baumgarte_stabilization_factor();
static float get_soft_body_point_radius();
static float get_bounce_velocity_threshold();
static bool is_sleep_allowed();
static float get_sleep_velocity_threshold();
static float get_sleep_time_threshold();
static float get_ccd_movement_threshold();
static float get_ccd_max_penetration();
static bool is_body_pair_contact_cache_enabled();
static float get_body_pair_cache_distance_sq();
static float get_body_pair_cache_angle_cos_div2();
static bool use_enhanced_internal_edge_removal_for_queries();
static bool enable_ray_cast_face_index();
static bool use_enhanced_internal_edge_removal_for_motion_queries();
static int get_motion_query_recovery_iterations();
static float get_motion_query_recovery_amount();
static float get_collision_margin_fraction();
static float get_active_edge_threshold();
static bool use_joint_world_node_a();
static int get_temp_memory_mib();
static int64_t get_temp_memory_b();
static float get_world_boundary_shape_size();
static float get_max_linear_velocity();
static float get_max_angular_velocity();
static int get_max_bodies();
static int get_max_pairs();
static int get_max_contact_constraints();
};
#endif // JOLT_PROJECT_SETTINGS_H