73 lines
2.9 KiB
C++
73 lines
2.9 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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float seedDustRadius = 0.02f;
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//float seedDustNumPerSite = 15;
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//float seedDustNumPerSiteCollisionEvent = 3;
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float seedDustNumPerSite = 20;
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float seedDustNumPerSiteCollisionEvent = 4.5f;
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float applyForcePointAreaPerSample = 0.005f;
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float applyForceFromPointsDrag = 0.1f;
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//float noise3DScale = 1.5f;
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//float noise2DScale = 0.5f;
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float noiseKIsoDecay = 0.99f;
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float noiseKAniDecay = 0.99f;
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float noise3DScale = 0.75f*0.5f;
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float noise2DScale = 0.32f*0.5f;
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float dustMaxLife = 5.0f;
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float dustMinLife = 1.0f;
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float dustParticleOpacity = 0.1f;
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float dustParticleRenderRadius = 0.1f;
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float particleStartFade = 5.0f;
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float octaveScaling = 7.0f;
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float divStrength = 5.0f;
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float curDivStrength = 0.0f;
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float divStrengthReductionRate = 8.0f/30;
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bool doGaussianBlur = false;
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float blurVelSigmaFDX = 1.0f;
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float blurVelCenterFactor = 30.0f;
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float curlScale = 10.0f;
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float areaPerDustSample = 0.005f;
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float areaPerDebris = 0.02f;
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float minSizeDecayRate = 1.0f;
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float explodeVel = 3.0f;
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float numParPerMeteor = 3;
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float minMeteorDustLife = 2.0f;
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float maxMeteorDustLife = 2.3f;
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float minMeteorDustSize = 0.5f;
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float maxMeteorDustSize = 1.5f;
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float minMeteorSizeDecayRate = 1.0f;
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int maxNumDebrisPerType = 500; // Maximum number of debris per each type of debris
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float sleepingThresholdRB = 0.1f;
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float sleepingThresholdParticles = 0.1f;
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int maxNumDebrisToAdd = 100; |