humansettings.c 3.9 KB

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  1. class SHumanGlobalSettings
  2. {
  3. private void SHumanGlobalSettings() {}
  4. private void ~SHumanGlobalSettings() {}
  5. float m_fPhysMoveMaxTracedDistance; //!< when actual phys step is lower than this -> distance is traced, otherwise it's just set
  6. }
  7. class SHumanCommandMoveSettings
  8. {
  9. private void SHumanCommandMoveSettings() {}
  10. private void ~SHumanCommandMoveSettings() {}
  11. float m_fRunSpringTimeout; //!< filter span value [s]
  12. float m_fRunSpringMaxChange; //!< filter speed value [val/s]
  13. float m_fDirFilterTimeout; //!< direction filter timeout [s]
  14. float m_fDirFilterSprintTimeout; //!< sprint direction filter timeout [s]
  15. float m_fDirFilterSpeed; //!< direction filter max rot speed [rad/s]
  16. float m_fMaxSprintAngle; //!< max sprint angle [rad]
  17. float m_fTurnAngle; //!< when character starts to turn (45 deg default)
  18. float m_fTurnEndUpdateNTime; //!< when turn values are not updated anymore (normalized time)
  19. float m_fTurnNextNTime; //!< when next turn is started from previous turn
  20. float m_fSlidingPoseAngle; //!< angle (0.707 * PI) - when angle is bigger - sliding pose is done (rad)
  21. float m_fSlidingPoseTrackTime; //!< time change of angle is tracked in the past (sec)
  22. float m_fSlidingPoseRepTime; //!< not to do sliding pose after another sliding pose (sec)
  23. float m_fHeadingChangeLimiterIdle;
  24. float m_fHeadingChangeLimiterWalk;
  25. float m_fHeadingChangeLimiterRun;
  26. float m_fLeaningSpeed;
  27. float m_fWaterLevelSpeedRectrictionLow; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelLow and m_iMaxSpeedFast_WaterLevelLow are applied when character is deeper
  28. float m_fWaterLevelSpeedRectrictionHigh; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelHigh and m_iMaxSpeedFast_WaterLevelHigh are applied when character is deeper
  29. int m_iMaxSpeedNormal_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character doesn't want to sprint (-1 means no change)
  30. int m_iMaxSpeedFast_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character wants to sprint (-1 means no change)
  31. int m_iMaxSpeedNormal_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character doesn't want to sprint (-1 means no change)
  32. int m_iMaxSpeedFast_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character wants to sprint (-1 means no change)
  33. }
  34. class SHumanCommandSwimSettings
  35. {
  36. private void SHumanCommandSwimSettings() {}
  37. private void ~SHumanCommandSwimSettings() {}
  38. float m_fAlignIdleTimeout; //! align filters in idle, slow, fast
  39. float m_fAlignIdleMaxChanged;
  40. float m_fAlignSlowTimeout;
  41. float m_fAlignSlowMaxChanged;
  42. float m_fAlignFastTimeout;
  43. float m_fAlignFastMaxChanged;
  44. float m_fMovementSpeed;
  45. float m_fMovementSpeedFltTime;
  46. float m_fMovementSpeedFltMaxChange;
  47. float m_fWaterLevelSwim; //!< when swimming - entity position depth (1.4 m)
  48. float m_fWaterLevelIn; //!< when entering water - what level cases swimming (1.5m)
  49. float m_fWaterLevelOut; //!< what water level causes to stop swimming (1.2m)
  50. float m_fToCrouchLevel; //!< when to crouch
  51. float m_fToErectLevel; //!< when to stand
  52. }
  53. class SHumanCommandClimbSettings
  54. {
  55. private void SHumanCommandClimbSettings() {}
  56. private void ~SHumanCommandClimbSettings() {}
  57. //! generic settings
  58. float m_fCharHeight;
  59. //! forward pass
  60. float m_fCharWidth;
  61. float m_fFwMinHeight;
  62. float m_fFwMaxHeight;
  63. float m_fFwMaxDistance;
  64. //! forward step
  65. float m_fStepFreeSpace; //! must be a space to step there
  66. float m_fStepPositionAfterEdge;
  67. float m_fStepDownRadius;
  68. float m_fStepMinNormal;
  69. float m_fStepVariation;
  70. float m_fStepMinWidth;
  71. float m_fClimbOverMaxWidth;
  72. float m_fClimbOverMinHeight;
  73. //! absolute distance for backwards check if necessary
  74. float m_fBackwardsCheckDist;
  75. };