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clarify safeLanding retry rate
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parent
7084908df3
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2 changed files with 5 additions and 3 deletions
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@ -25,6 +25,7 @@
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#include "BulletUtil.h"
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#include "CharacterGhostObject.h"
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#include "PhysicsEngine.h"
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#include "PhysicsHelpers.h"
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const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
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const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
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@ -38,7 +39,7 @@ const uint32_t PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION = 1U << 7;
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const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
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const uint32_t NUM_SUBSTEPS_FOR_STUCK_TRANSITION = 6; // physics substeps
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const uint32_t NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY = 40; // physics substeps
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const uint32_t NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY = NUM_SUBSTEPS_PER_SECOND / 2; // retry every half second
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class btRigidBody;
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class btCollisionWorld;
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@ -19,8 +19,9 @@
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// TODO: move everything in here to the physics library after the physics/entities library
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// dependency order is swapped.
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const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
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const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 90.0f;
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const int32_t PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
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const uint32_t NUM_SUBSTEPS_PER_SECOND = 90;
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const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / (float)NUM_SUBSTEPS_PER_SECOND;
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const float DYNAMIC_LINEAR_SPEED_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_SPEED_THRESHOLD = 0.087266f; // ~5 deg/sec
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