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Flashcards in P_Physics Deck (98)
1

p_accuracy_LCPCG

Desired accuracy of LCP CG solver (velocity-related, m/s)

2

p_accuracy_LCPCG_no_improvement

Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters

3

p_accuracy_MC

Desired accuracy of microcontact solver (velocity-related, m/s)

4

p_approx_caps_len

Breakable trees are approximated with capsules of this length (0 disables approximation)

5

p_async_rwi_use_spu

Enables asynchronous rwis to be executed on the spu

6

p_break_on_validation

Toggles break on validation error.
Usage: p_break_on_validation [0/1]
Default is 0 (off). Issues DebugBreak() call in case of
a physics parameter validation error.

7

p_CharacterIK

Toggles character IK.
Usage: p_characterik [0/1]
Default is 1 (on). Set to 0 to disable inverse kinematics.

8

p_check_out_of_bounds

Check for physics entities outside world (terrain) grid:
1 - Enable raycasts; 2 - Enable proximity checks; 3 - Both

9

p_collision_mode

This variable is obsolete.

10

p_cull_distance

Culling distance for physics helpers rendering

11

p_damping_group_size

Sets contacting objects group size
before group damping is used.Usage: p_damping_group_size 3
Used for internal tweaking only.

12

p_debug_explosions

Turns on explosions debug mode

13

p_debug_joints

If set, breakable objects will log tensions at the weakest spots

14

p_do_step

Steps physics system forward when in single step mode.
Usage: p_do_step 1
Default is 0 (off). Each 'p_do_step 1' instruction allows
the physics system to advance a single step.

15

p_draw_helpers

Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
Entity Types:
t - show terrain
s - show static entities
r - show sleeping rigid bodies
R - show active rigid bodies
l - show living entities
i - show independent entities
g - show triggers
a - show areas
y - show rays in RayWorldIntersection
e - show explosion occlusion maps
Helper Types
g - show geometry
c - show contact points
b - show bounding boxes
l - show tetrahedra lattices for breakable objects
j - show structural joints (will force translucency on the main geometry)
t(#) - show bounding volume trees up to the level #
f(#) - only show geometries with this bit flag set (multiple f's stack)
Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas

16

p_draw_helpers_num

Toggles display of various physical helpers. The value is a bitmask:
bit 0 - show contact points
bit 1 - show physical geometry
bit 8 - show helpers for static objects
bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
bit 10 - show helpers for active physicalized objects
bit 11 - show helpers for players
bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes)
bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050

17

p_enforce_contacts

This variable is obsolete.

18

p_ent_grid_use_obb

Whether to use OBBs rather than AABBs for the entity grid setup for brushes

19

p_fixed_timestep

Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
Forces fixed time step when set to 1. When set to 0, the
time step is variable, based on the frame rate.

20

p_fly_mode

Toggles fly mode.
Usage: p_fly_mode [0/1]

21

p_GEB_max_cells

Specifies the cell number threshold after which GetEntitiesInBox issues a warning

22

p_gravity_z

todo

23

p_group_damping

Toggles damping for object groups.
Usage: p_group_damping [0/1]
Default is 1 (on). Used for internal tweaking only.

24

p_joint_damage_accum

Fraction of damage (tension) accumulated by breakable joints

25

p_joint_damage_accum_threshold

Damage threshold (0..1) for p_joint_damage_accum

26

p_joint_gravity_step

Time step used for gravity in breakable joints (larger = stronger gravity effects)

27

p_jump_to_profile_ent

Move the local player next to the corresponding entity in the p_profile_entities list

28

p_lattice_max_iters

Limits the number of iterations of lattice tension solver

29

p_limit_simple_solver_energy

Specifies whether the energy added by the simple solver is limited (0 or 1)

30

p_list_active_objects

TODO

31

p_log_lattice_tension

If set, breakable objects will log tensions at the weakest spots

32

p_max_approx_caps

Maximum number of capsule approximation levels for breakable trees

33

p_max_contact_gap

Sets the gap, enforced whenever possible, between
contacting physical objects.Usage: p_max_contact_gap 0.01
This variable is used for internal tweaking only.

34

p_max_contact_gap_player

Sets the safe contact gap for player collisions with
the physical environment.Usage: p_max_contact_gap_player 0.01
This variable is used for internal tweaking only.

35

p_max_contact_gap_simple

Specifies the maximum contact gap for objects that use the simple solver

36

p_max_contacts

Maximum contact number, after which contact reduction mode is activated

37

p_max_debris_mass

Broken pieces with mass<=this limit use debris collision settings

38

p_max_entity_cells

Limits the number of entity grid cells an entity can occupy

39

p_max_LCPCG_contacts

Maximum number of contacts that LCPCG solver is allowed to handle

40

p_max_LCPCG_fruitless_iters

Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)

41

p_max_LCPCG_iters

Maximum number of LCP CG iterations

42

p_max_LCPCG_microiters

Limits the total number of per-contact iterations during one LCP CG iteration
(number of microiters = number of subiters * number of contacts)

43

p_max_LCPCG_microiters_final

Same as p_max_LCPCG_microiters, but for the final LCP CG iteration

44

p_max_LCPCG_subiters

Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)

45

p_max_LCPCG_subiters_final

Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)

46

p_max_MC_iters

Specifies the maximum number of microcontact solver iterations *per contact*

47

p_max_MC_mass_ratio

Maximum mass ratio between objects in an island that MC solver is considered safe to handle

48

p_max_MC_vel

Maximum object velocity in an island that MC solver is considered safe to handle

49

p_max_object_splashes

Specifies how many splash events one entity is allowed to generate

50

p_max_plane_contacts

Maximum number of contacts lying in one plane between two rigid bodies
(the system tries to remove the least important contacts to get to this value)

51

p_max_plane_contacts_distress

Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts

52

p_max_player_velocity

Clamps players' velocities to this value

53

p_max_spu_rwi_cells

Could be used to balance RWI perfrmance on SPUs

54

p_max_substeps

Limits the number of substeps allowed in variable time step mode.
Usage: p_max_substeps 5
Objects that are not allowed to perform time steps
beyond some value make several substeps.

55

p_max_substeps_large_group

Limits the number of substeps large groups of objects can make

56

p_max_unproj_vel

Limits the maximum unprojection velocity request

57

p_max_velocity

Clamps physicalized objects' velocities to this value

58

p_max_world_step

Specifies the maximum step physical world can make (larger steps will be truncated)

59

p_min_LCPCG_improvement

Defines a required residual squared length improvement, in fractions of 1

60

p_min_MC_iters

Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters)

61

p_min_separation_speed

Used a threshold in some places (namely, to determine when a particle
goes to rest, and a sliding condition in microcontact solver)

62

p_net_angsnapmul

Multiplier to expand the p_net_minsnapdot based on the objects angular velocity

63

p_net_minsnapdist

Minimum distance between server position and client position at which to start snapping

64

p_net_minsnapdot

Minimum quat dot product between server orientation and client orientation at which to start snapping

65

p_net_smoothtime

How much time should non-snapped positions take to synchronize completely?

66

p_net_velsnapmul

Multiplier to expand the p_net_minsnapdist based on the objects velocity

67

p_num_bodies_large_group

Group size to be used with p_max_substeps_large_group, in bodies

68

p_num_jobs

Specifies the number of jobs for phys.sim.(used by phys job simulation mode)

69

p_num_startup_overload_checks

For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough

70

p_num_threads

The number of internal physics threads

71

p_penalty_scale

Scales the penalty impulse for objects that use the simple solver

72

p_players_can_break

Whether living entities are allowed to break static objects with breakable joints

73

p_pool_size

Specifies the size of the pool used for job based phys.sim.(used by SPUs)

74

p_profile

Enables group profiling of physical entities

75

p_profile_entities

Enables per-entity time step profiling

76

p_profile_functions

Enables detailed profiling of physical environment-sampling functions

77

p_prohibit_unprojection

This variable is obsolete.

78

p_proxy_highlight_range

Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight

79

p_proxy_highlight_threshold

Physics proxies with triangle counts large than this will be highlighted

80

p_ray_fadein

Fade-in time for ray physics helpers

81

p_ray_peak_time

Rays that take longer then this (in ms) will use different color

82

p_rope_collider_size_limit

Disables rope collisions with meshes having more triangles than this (0-skip the check)

83

p_single_step_mode

Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
Default is 0 (off). Set to 1 to switch physics system (except
players) to single step mode. Each step must be explicitly
requested with a 'p_do_step' instruction.

84

p_skip_redundant_colldet

Specifies whether to skip furher collision checks between two convex objects using the simple solver
when they have enough contacts between them

85

p_splash_dist0

Range start for splash event distance culling

86

p_splash_dist1

Range end for splash event distance culling

87

p_splash_force0

Minimum water hit force to generate splash events at p_splash_dist0

88

p_splash_force1

Minimum water hit force to generate splash events at p_splash_dist1

89

p_splash_vel0

Minimum water hit velocity to generate splash events at p_splash_dist0

90

p_splash_vel1

Minimum water hit velocity to generate splash events at p_splash_dist1

91

p_sync_rwi_use_spu

Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging

92

p_tick_breakable

Sets the breakable objects structure update interval

93

p_time_granularity

Sets physical time step granularity.
Usage: p_time_granularity [0..0.1]
Used for internal tweaking only.

94

p_unproj_vel_scale

Requested unprojection velocity is set equal to penetration depth multiplied by this number

95

p_use_distance_contacts

Allows to use distance-based contacts (is forced off in multiplayer)

96

p_use_unproj_vel

Allows to use distance-based contacts (is forced off in multiplayer)

97

p_use_unproj_vel

internal solver tweak

98

p_wireframe_distance

Maximum distance at which wireframe is drawn on physics helpers