C# Class Box2DX.Common.Settings

Afficher le fichier Open project: danielpcox/Crisis-at-Swiss-Station Class Usage Examples

Méthodes publiques

Свойство Type Description
AngularSleepTolerance float
AngularSlop float
ContactBaumgarte float
FLT_EPSILON float
FLT_MAX float
LinearSleepTolerance float
LinearSlop float
MaxAngularCorrection float
MaxAngularVelocity float
MaxAngularVelocitySquared float
MaxLinearCorrection float
MaxLinearVelocity float
MaxLinearVelocitySquared float
MaxManifoldPoints int
MaxPairs int
MaxPolygonVertices int
MaxProxies int
MaxTOIContactsPerIsland int
MaxTOIJointsPerIsland int
Pi float
TimeToSleep float
ToiSlop float
VelocityThreshold float

Méthodes publiques

Méthode Description
FORCE_INV_SCALE ( float x ) : float
FORCE_INV_SCALE2 ( x x ) : float
FORCE_SCALE ( float x ) : float
FORCE_SCALE2 ( x x ) : float
MixFriction ( float friction1, float friction2 ) : float

Friction mixing law. Feel free to customize this.

MixRestitution ( float restitution1, float restitution2 ) : float

Restitution mixing law. Feel free to customize this.

Method Details

FORCE_INV_SCALE() public static méthode

public static FORCE_INV_SCALE ( float x ) : float
x float
Résultat float

FORCE_INV_SCALE2() public static méthode

public static FORCE_INV_SCALE2 ( x x ) : float
x x
Résultat float

FORCE_SCALE() public static méthode

public static FORCE_SCALE ( float x ) : float
x float
Résultat float

FORCE_SCALE2() public static méthode

public static FORCE_SCALE2 ( x x ) : float
x x
Résultat float

MixFriction() public static méthode

Friction mixing law. Feel free to customize this.
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.
public static MixRestitution ( float restitution1, float restitution2 ) : float
restitution1 float
restitution2 float
Résultat float

Property Details

AngularSleepTolerance public_oe static_oe property

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

AngularSlop 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 AngularSlop
Résultat float

ContactBaumgarte public_oe static_oe property

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.
public static float ContactBaumgarte
Résultat float

FLT_EPSILON public_oe static_oe property

public static float FLT_EPSILON
Résultat float

FLT_MAX public_oe static_oe property

public static float FLT_MAX
Résultat float

LinearSleepTolerance public_oe static_oe property

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

LinearSlop public_oe static_oe property

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

MaxAngularCorrection public_oe static_oe property

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

MaxAngularVelocity 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 MaxAngularVelocity
Résultat float

MaxAngularVelocitySquared public_oe static_oe property

public static float MaxAngularVelocitySquared
Résultat float

MaxLinearCorrection public_oe static_oe property

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

MaxLinearVelocity public_oe static_oe property

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.
public static float MaxLinearVelocity
Résultat float

MaxLinearVelocitySquared public_oe static_oe property

public static float MaxLinearVelocitySquared
Résultat float

MaxManifoldPoints public_oe static_oe property

public static int MaxManifoldPoints
Résultat int

MaxPairs public_oe static_oe property

public static int MaxPairs
Résultat int

MaxPolygonVertices public_oe static_oe property

public static int MaxPolygonVertices
Résultat int

MaxProxies public_oe static_oe property

public static int MaxProxies
Résultat int

MaxTOIContactsPerIsland public_oe static_oe property

Maximum number of contacts to be handled to solve a TOI island.
public static int MaxTOIContactsPerIsland
Résultat int

MaxTOIJointsPerIsland public_oe static_oe property

Maximum number of joints to be handled to solve a TOI island.
public static int MaxTOIJointsPerIsland
Résultat int

Pi public_oe static_oe property

public static float Pi
Résultat float

TimeToSleep public_oe static_oe property

The time that a body must be still before it will go to sleep.
public static float TimeToSleep
Résultat float

ToiSlop public_oe static_oe property

Continuous collision detection (CCD) works with core, shrunken shapes. This is amount by which shapes are automatically shrunk to work with CCD. This must be larger than LinearSlop.
public static float ToiSlop
Résultat float

VelocityThreshold public_oe static_oe property

A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
public static float VelocityThreshold
Résultat float