C# Class Box2D.Common.Settings

Global tuning constants based on MKS units and various integer maximums (vertices per shape, pairs, etc.).
Show file Open project: gerich-home/box2dnet Class Usage Examples

Public Properties

Property Type Description
ANGULAR_SLEEP_TOLERANCE float
ANGULAR_SLOP float
MAX_ANGULAR_CORRECTION float
MAX_ROTATION float
MAX_TRANSLATION_SQUARED float
MaxRotationSquared float
PI float
POLYGON_RADIUS float
SINCOS_LUT_LENGTH int

Public Methods

Method Description
MixFriction ( float friction1, float friction2 ) : float

Friction mixing law. Feel free to customize this. TODO djm: add customization

MixRestitution ( float restitution1, float restitution2 ) : float

Restitution mixing law. Feel free to customize this. TODO djm: add customization

Method Details

MixFriction() public static method

Friction mixing law. Feel free to customize this. TODO djm: add customization
public static MixFriction ( float friction1, float friction2 ) : float
friction1 float
friction2 float
return float

MixRestitution() public static method

Restitution mixing law. Feel free to customize this. TODO djm: add customization
public static MixRestitution ( float restitution1, float restitution2 ) : float
restitution1 float
restitution2 float
return float

Property Details

ANGULAR_SLEEP_TOLERANCE public static property

A body cannot sleep if its angular velocity is above this tolerance.
public static float ANGULAR_SLEEP_TOLERANCE
return float

ANGULAR_SLOP public static property

A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
public static float ANGULAR_SLOP
return float

MAX_ANGULAR_CORRECTION public static property

The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
public static float MAX_ANGULAR_CORRECTION
return float

MAX_ROTATION public static property

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.
public static float MAX_ROTATION
return float

MAX_TRANSLATION_SQUARED public static property

public static float MAX_TRANSLATION_SQUARED
return float

MaxRotationSquared public static property

public static float MaxRotationSquared
return float

PI public static property

Pi
public static float PI
return float

POLYGON_RADIUS public static property

The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have and insufficient for continuous collision. Making it larger may create artifacts for vertex collision.
public static float POLYGON_RADIUS
return float

SINCOS_LUT_LENGTH public static property

public static int SINCOS_LUT_LENGTH
return int