Box2D/Box2D/Common/b2Settings.h File Reference
#include <cassert>
#include <cmath>
Go to the source code of this file.
Detailed Description
Global tuning constants based on meters-kilograms-seconds (MKS) units.
Define Documentation
#define b2_aabbExtension 0.1f |
This is used to fatten AABBs in the dynamic tree. This allows proxies to move by a small amount without triggering a tree adjustment. This is in meters.
#define b2_aabbMultiplier 2.0f |
This is used to fatten AABBs in the dynamic tree. This is used to predict the future position based on the current displacement. This is a dimensionless multiplier.
#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi) |
A body cannot sleep if its angular velocity is above this tolerance.
#define b2_angularSlop (2.0f / 180.0f * b2_pi) |
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
#define b2_contactBaumgarte 0.2f |
This scale factor controls how fast overlap is resolved. Ideally this would be 1 so that overlap is removed in one time step. However using values close to 1 often lead to overshoot.
#define b2_epsilon FLT_EPSILON |
#define b2_linearSleepTolerance 0.01f |
A body cannot sleep if its linear velocity is above this tolerance.
#define b2_linearSlop 0.005f |
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi) |
The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
#define b2_maxFloat FLT_MAX |
#define b2_maxLinearCorrection 0.2f |
The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
#define b2_maxManifoldPoints 2 |
The maximum number of contact points between two convex shapes.
#define b2_maxPolygonVertices 8 |
The maximum number of vertices on a convex polygon.
#define b2_maxRotation (0.5f * b2_pi) |
The maximum angular velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation) |
#define b2_maxTOIContacts 32 |
Maximum number of contacts to be handled to solve a TOI impact.
#define b2_maxTranslation 2.0f |
The maximum linear velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation) |
#define B2_NOT_USED |
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x |
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((void)(x)) |
#define b2_pi 3.14159265359f |
#define b2_polygonRadius (2.0f * b2_linearSlop) |
The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have an insufficient buffer for continuous collision. Making it larger may create artifacts for vertex collision.
#define b2_timeToSleep 0.5f |
The time that a body must be still before it will go to sleep.
#define b2_velocityThreshold 1.0f |
A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
#define b2Assert |
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A |
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assert(A) |
Typedef Documentation
typedef signed short int16 |
typedef unsigned char uint8 |
Function Documentation
void* b2Alloc |
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int32 |
size |
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Implement this function to use your own memory allocator.
void b2Free |
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void * |
mem |
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If you implement b2Alloc, you should also implement this function.
Friction mixing law. Feel free to customize this.
Restitution mixing law. Feel free to customize this.
Variable Documentation