C# Класс Box2DX.Common.Settings

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Открытые свойства

Свойство Тип Описание
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

Открытые методы

Метод Описание
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.

Описание методов

FORCE_INV_SCALE() публичный статический метод

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

FORCE_INV_SCALE2() публичный статический метод

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

FORCE_SCALE() публичный статический метод

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

FORCE_SCALE2() публичный статический метод

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

MixFriction() публичный статический метод

Friction mixing law. Feel free to customize this.
public static MixFriction ( float friction1, float friction2 ) : float
friction1 float
friction2 float
Результат float

MixRestitution() публичный статический метод

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

Описание свойств

AngularSleepTolerance публичное статическое свойство

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

AngularSlop публичное статическое свойство

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
Результат float

ContactBaumgarte публичное статическое свойство

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
Результат float

FLT_EPSILON публичное статическое свойство

public static float FLT_EPSILON
Результат float

FLT_MAX публичное статическое свойство

public static float FLT_MAX
Результат float

LinearSleepTolerance публичное статическое свойство

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

LinearSlop публичное статическое свойство

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
Результат float

MaxAngularCorrection публичное статическое свойство

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

MaxAngularVelocity публичное статическое свойство

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
Результат float

MaxAngularVelocitySquared публичное статическое свойство

public static float MaxAngularVelocitySquared
Результат float

MaxLinearCorrection публичное статическое свойство

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

MaxLinearVelocity публичное статическое свойство

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
Результат float

MaxLinearVelocitySquared публичное статическое свойство

public static float MaxLinearVelocitySquared
Результат float

MaxManifoldPoints публичное статическое свойство

public static int MaxManifoldPoints
Результат int

MaxPairs публичное статическое свойство

public static int MaxPairs
Результат int

MaxPolygonVertices публичное статическое свойство

public static int MaxPolygonVertices
Результат int

MaxProxies публичное статическое свойство

public static int MaxProxies
Результат int

MaxTOIContactsPerIsland публичное статическое свойство

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

MaxTOIJointsPerIsland публичное статическое свойство

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

Pi публичное статическое свойство

public static float Pi
Результат float

TimeToSleep публичное статическое свойство

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

ToiSlop публичное статическое свойство

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
Результат float

VelocityThreshold публичное статическое свойство

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
Результат float