223 lines
9.1 KiB
Ucode
223 lines
9.1 KiB
Ucode
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/*=============================================================================
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FlexContainer.uc: PhysX Emitter Source.
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Copyright 2007-2008 AGEIA Technologies.
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=============================================================================*/
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class FlexContainer extends Object
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native(Physics)
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hidecategories(Object);
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//=============================================================================
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// Flex Container Parameters
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//=============================================================================
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enum RelaxationMode
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{
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/** The relaxation factor is a fixed multiplier on each constraint's position delta. */
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RelaxationMode_Global,
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/** The relaxation factor is a fixed multiplier on each constraint's delta divided by the particle's constraint count, convergence will be slower but more reliable. */
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RelaxationMode_Local,
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};
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struct native ParticleInfo
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{
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/** The maximum number of particles in this solver. */
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var() int MaxParticles;
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/** The percent of MaxParticles for flex mesh particles, the left is for flex fluid particles. */
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var() float MeshParticlesBudget <ClampMin=0.0 | ClampMax=1.0>;
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};
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/** The radius of particles in this container. */
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var(Flex) float Radius;
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/** The number of particle settings at the different PhysXLevel */
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var(Flex) array<ParticleInfo> MaxParticlesAtPhysXLevel;
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/** Enable debug drawing for this container */
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var(Flex) bool bDebugDrawPoints;
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/** Percentage of radius spheres to be drawn in this container */
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var(Flex) float DebugDrawSpheres <ClampMin=0.0 | ClampMax=1.0>;
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/** Number of solver iterations to perform per-substep */
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var(Simulation) int NumIterations;
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/** Number of sub-steps to take, each sub-step will perform NumIterations constraint iterations. Increasing sub-steps is generally more expensive than taking more solver iterations, but can be more effective at increasing stability. */
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var(Simulation) int NumSubsteps;
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/** Controls the minimum frame-rate that Flex will attempt to sub-step, any time-steps from the game are clamped to this minimum.
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* Setting this lower will result in more sub-steps being taken so it should be set as high as possible, (although the simulation
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* will appear to run slower than real-time if the game cannot maintain this frame rate).
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*/
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var (Simulation) int MinFrameRate;
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/**
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* If true then each sub-step uses a fixed timestep = 1/(NumSubsteps*60) seconds and will take multiple sub-steps if necessary.
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* If this value is false then each substep will use the variable game's dt/NumSubsteps and will take NumSubsteps steps.
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* It is highly recommended to leave FixedTimeStep enabled for improved behaviour and stability.
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*/
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var(Simulation) bool bFixedTimeStep;
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/** Constant acceleration applied to all particles */
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var(Simulation) vector Gravity;
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/** Particles with a velocity magnitude < this threshold will be considered fixed */
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var(Simulation) float SleepThreshold;
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/** Particle velocity will be clamped to this value at the end of each step */
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var(Simulation) float MaxVelocity;
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/** Clamp the maximum bound for this container to prevent crashes if flex particles move too far away*/
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var(Simulation) float MaxContainerBound;
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/** Control the convergence rate of the parallel solver, default: 1, values greater than 1 may lead to instability */
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var(Simulation) float RelaxationFactor;
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/** How the relaxation is applied inside the solver. */
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var(Simulation) RelaxationMode Mode;
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/** If true then a second pass of collision detection will be run against triangle meshes to prevent tunneling, usually not necessary */
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var(Collision) bool bEnableCCD;
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/** If true then particles will collide with complex collision shapes */
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var(Collision) bool bComplexCollision;
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/** Assigning RBChannel for this Flex container */
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var(Collision) ERBCollisionChannel RBChannel;
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/** Types of objects that this physics objects will collide with. */
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var(Collision) const RBCollisionChannelContainer RBCollideWithChannels;
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/** The size of grid cell used for broad phase collision culling */
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var(Collision) float CellSizeFactor;
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/** Increases the radius used during neighbor finding, this is useful if particles are expected to move significantly during a single step to ensure contacts aren't missed on subsequent iterations */
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var(Collision) float CollisionMargin;
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/** Increases the radius used during contact finding against kinematic shapes, this is useful if particles are expected to move significantly during a single step to ensure contacts aren't missed on subsequent iterations */
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var(Collision) float CollisionMarginShapes;
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/** Distance particles maintain against shapes */
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var(Collision) float CollisionDistance;
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/** Coefficient of dynamic friction when collisind against shapes*/
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var(Collision) float Friction;
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/** Multiplier for friction of particles against other particles */
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var(Collision) float ParticleFriction;
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/** Coefficient of static friction, this is used for both particle and shape collisions */
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var(Collision) float StaticFriction;
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/** Coefficient of restitution used when colliding against shapes */
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var(Collision) float Restitution;
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/** Artificially decrease the mass of particles based on height from a fixed reference point, this makes stacks and piles converge faster */
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var(Collision) float ShockPropagation;
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/** Damp particle velocity based on how many particle contacts it has */
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var(Collision) float Dissipation;
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/** Constant acceleration applied to particles that belong to dynamic triangles */
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var(Cloth) vector Wind;
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/** Drag force applied to particles belonging to dynamic triangles, proportional to velocity^2*area in the negative velocity direction */
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var(Cloth) float Drag;
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/** Lift force applied to particles belonging to dynamic triangles, proportional to velocity^2*area in the direction perpendicular to velocity and (if possible), parallel to the plane normal */
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var(Cloth) float Lift;
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/** If true, particles with phase 0 are considered fluid particles and interact using the position based fluids method */
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var(Fluid) bool bFluid;
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/** Controls the distance fluid particles are spaced at the rest density, the absolute distance is given by this value*radius, must be in the range (0, 1) */
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var(Fluid) float RestDistance <ClampMin=0.0 | ClampMax=1.0>;
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/** Control how strongly particles stick to surfaces they hit, default 0.0, range [0.0, +inf] */
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var(Fluid) float Adhesion;
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/** Control how strongly particles hold each other together, default: 0.025, range [0.0, +inf] */
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var(Fluid) float Cohesion;
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/** Controls how strongly particles attempt to minimize surface area, default: 0.0, range: [0.0, +inf] */
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var(Fluid) float SurfaceTension;
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/** Smoothes particle velocities using XSPH viscosity */
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var(Fluid) float Viscosity;
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/** Increases vorticity by applying rotational forces to particles */
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var(Fluid) float VorticityConfinement;
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/** Add pressure from solid surfaces to particles */
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var(Fluid) float SolidPressure;
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/** Drag force applied to boundary fluid particles */
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var(Fluid) float FreeSurfaceDrag;
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/** Particles belonging to rigid shapes that move with a position delta magnitude > threshold will be permanently deformed in the rest pose */
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var(Rigid) float PlasticThreshold;
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/** Controls the rate at which particles in the rest pose are deformed for particles passing the deformation threshold */
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var(Rigid) float PlasticCreep;
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//=============================================================================
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// Non-exposed state
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//=============================================================================
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//var transient bool bDestroy;
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//var transient bool bSyncFailed;
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//// GBX:aalvarez Removed bIsInGame. It's unnecessary now. 2013-08-22
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//
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//var native pointer PSys {class FFlexContainer};
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defaultproperties
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{
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//user properties
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Radius = 15.0f
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MaxParticlesAtPhysXLevel.Add((MaxParticles=8192, MeshParticlesBudget=0.3f))
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bDebugDrawPoints = false
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DebugDrawSpheres = 0.0
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bEnableCCD = false
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RBCollideWithChannels=(Default=TRUE,BlockingVolume=FALSE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
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Gravity = (X=0.0f,Y=0.0f,Z=-1000.0f)
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Wind = (X=0.0f,Y=0.0f,Z=0.0f)
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Viscosity = 0.0f
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Friction = 0.2f
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ParticleFriction = 0.1f
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StaticFriction = 0.0f
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Drag = 0.0f
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Lift = 0.0f
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NumSubsteps = 1
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MinFrameRate = 60
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NumIterations = 3
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RestDistance = 0.5f
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Dissipation = 0.0f
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bComplexCollision = false
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CellSizeFactor = 2.0f
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CollisionMargin = 0.0f
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CollisionMarginShapes = 0.0f
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CollisionDistance = 0.0f
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PlasticThreshold = 0.0f
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PlasticCreep = 0.0f
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bFluid = false
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SleepThreshold = 0.0f
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ShockPropagation = 0.0f
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Restitution = 0.01f
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MaxVelocity = 5000
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MaxContainerBound = 1e12
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RelaxationFactor = 1.0f
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Mode=RelaxationMode_Local
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SolidPressure = 1.0f
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Adhesion = 0.0f
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Cohesion = 0.025f
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SurfaceTension = 0.0f
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VorticityConfinement = 0.0f
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bFixedTimeStep = true
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RBChannel=RBCC_FlexAsset
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}
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