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glm::vec3 | gravity {0.0f, 0.0f, -9.8f} |
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uint32_t | solver_iterations = 8 |
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float | penetration_slop = 0.005f |
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float | correction_beta = 0.2f |
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float | max_correction = 0.05f |
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float | bounce_threshold = 1.0f |
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float | sleep_linear_threshold = 0.05f |
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float | sleep_angular_threshold = 0.05f |
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float | sleep_delay = 0.5f |
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float | sleep_drift = 0.05f |
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double | frequency = 60.0 |
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uint32_t | max_substeps = 8 |
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double | max_burst_seconds = 0.1 |
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float | broadphase_fat_margin = 0.1f |
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uint32_t | max_connectivity_jobs_per_tick = 24 |
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uint32_t | max_fragment_spawns_per_step = 8 |
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uint32_t | max_active_fragments = 96 |
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uint32_t | fragment_pool_headroom = 4096 |
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uint32_t | min_fragment_voxels = 4 |
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uint32_t | fragment_despawn_max_voxels = 16 |
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uint32_t | large_debris_min_voxels = 16 |
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float | fragment_despawn_settle_seconds = 3.0f |
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float | force_sleep_slack = 4.0f |
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float | fragment_sleep_scale = 3.0f |
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int32_t | max_fragment_extent_bricks = 1 |
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float | fracture_shell_voxels = 1.0f |
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float | fracture_depth_share = 0.5f |
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float | fracture_max_depth = 2.0f |
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float | fracture_max_overshoot = 2.0f |
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float | fracture_bond_cost = 1.0f |
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uint32_t | fracture_max_unglue_voxels = 4096 |
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float | fracture_debris_split_chance = 0.35f |
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uint32_t | fracture_max_shatter_cells = 128 |
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float | fracture_max_shatter_distance = 8.0f |
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uint32_t | debris_max_spawns_per_step = 512 |
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float | debris_speed_scale = 1.0f |
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float | debris_lifetime = 60.0f |
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uint32_t | debris_max_particles = 16384 |
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float | debris_restitution = 0.3f |
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float | debris_friction = 0.6f |
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float | explosion_max_radius = 8.0f |
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float | explosion_falloff = 2.0f |
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uint32_t | impact_max_hardness = 1 |
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uint32_t | min_bounds_per_job = 32 |
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uint32_t | min_candidates_per_job = 2 |
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uint32_t | min_manifolds_per_job = 4 |
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uint32_t | min_shapes_per_query_job = 16 |
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uint32_t | min_bodies_per_job = 64 |
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uint32_t | min_wave_constraints_for_dispatch = 512 |
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uint32_t | box_voxel_split_min_voxels = 500000 |
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uint32_t | voxel_voxel_split_min_voxels = 250000 |
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uint32_t | voxel_pair_split_regions = 8 |
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uint32_t | sweep_refine_iterations = 6 |
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uint32_t | position_iterations = 3 |
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float | air_density = 1.225f |
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glm::vec3 | wind = {0.0f, 0.0f, 0.0f} |
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float | wind_shelter_distance = 64.0f |