C# Class Box2D.Common.Settings

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

Méthodes publiques

Свойство 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

Méthodes publiques

Méthode 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 méthode

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

MixRestitution() public static méthode

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

Property Details

ANGULAR_SLEEP_TOLERANCE public_oe static_oe property

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

ANGULAR_SLOP public_oe static_oe 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
Résultat float

MAX_ANGULAR_CORRECTION public_oe static_oe property

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

MAX_ROTATION public_oe static_oe 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
Résultat float

MAX_TRANSLATION_SQUARED public_oe static_oe property

public static float MAX_TRANSLATION_SQUARED
Résultat float

MaxRotationSquared public_oe static_oe property

public static float MaxRotationSquared
Résultat float

PI public_oe static_oe property

Pi
public static float PI
Résultat float

POLYGON_RADIUS public_oe static_oe 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
Résultat float

SINCOS_LUT_LENGTH public_oe static_oe property

public static int SINCOS_LUT_LENGTH
Résultat int