public class Settings
extends java.lang.Object
Modifier and Type | Field and Description |
---|---|
static float |
aabbExtension
This is used to fatten AABBs in the dynamic tree.
|
static float |
aabbMultiplier
This is used to fatten AABBs in the dynamic tree.
|
static float |
angularSleepTolerance
A body cannot sleep if its angular velocity is above this tolerance.
|
static float |
angularSlop
A small angle used as a collision and constraint tolerance.
|
static float |
baumgarte
This scale factor controls how fast overlap is resolved.
|
static int |
CONTACT_STACK_INIT_SIZE |
static float |
EPSILON
A "close to zero" float epsilon value for use
|
static boolean |
FAST_ABS |
static boolean |
FAST_ATAN2 |
static boolean |
FAST_CEIL |
static boolean |
FAST_FLOOR |
static boolean |
FAST_ROUND |
static float |
linearSleepTolerance
A body cannot sleep if its linear velocity is above this tolerance.
|
static float |
linearSlop
A small length used as a collision and constraint tolerance.
|
static float |
maxAngularCorrection
The maximum angular position correction used when solving constraints.
|
static float |
maxLinearCorrection
The maximum linear position correction used when solving constraints.
|
static int |
maxManifoldPoints
The maximum number of contact points between two convex shapes.
|
static int |
maxPolygonVertices
The maximum number of vertices on a convex polygon.
|
static float |
maxRotation
The maximum angular velocity of a body.
|
static float |
maxRotationSquared |
static int |
maxSubSteps
Maximum number of sub-steps per contact in continuous physics simulation.
|
static int |
maxTOIContacts
Maximum number of contacts to be handled to solve a TOI island.
|
static float |
maxTranslation
The maximum linear velocity of a body.
|
static float |
maxTranslationSquared |
static float |
PI
Pi.
|
static float |
polygonRadius
The radius of the polygon/edge shape skin.
|
static boolean |
SINCOS_LUT_ENABLED |
static int |
SINCOS_LUT_LENGTH |
static boolean |
SINCOS_LUT_LERP
Use if the table's precision is large (eg .006 or greater).
|
static float |
SINCOS_LUT_PRECISION
smaller the precision, the larger the table.
|
static float |
timeToSleep
The time that a body must be still before it will go to sleep.
|
static float |
toiBaugarte |
static float |
velocityThreshold
A velocity threshold for elastic collisions.
|
Constructor and Description |
---|
Settings() |
Modifier and Type | Method and Description |
---|---|
static float |
mixFriction(float friction1,
float friction2)
Friction mixing law.
|
static float |
mixRestitution(float restitution1,
float restitution2)
Restitution mixing law.
|
public static final float EPSILON
public static final float PI
public static boolean FAST_ABS
public static boolean FAST_FLOOR
public static boolean FAST_CEIL
public static boolean FAST_ROUND
public static boolean FAST_ATAN2
public static int CONTACT_STACK_INIT_SIZE
public static boolean SINCOS_LUT_ENABLED
public static final float SINCOS_LUT_PRECISION
SinCosTest
. Good lerp precision
values:
public static final int SINCOS_LUT_LENGTH
public static boolean SINCOS_LUT_LERP
SinCosTest
.public static final int maxManifoldPoints
public static final int maxPolygonVertices
public static final float aabbExtension
public static final float aabbMultiplier
public static final float linearSlop
public static final float angularSlop
public static final float polygonRadius
public static final int maxSubSteps
public static final int maxTOIContacts
public static final float velocityThreshold
public static final float maxLinearCorrection
public static final float maxAngularCorrection
public static final float maxTranslation
public static final float maxTranslationSquared
public static final float maxRotation
public static float maxRotationSquared
public static final float baumgarte
public static final float toiBaugarte
public static final float timeToSleep
public static final float linearSleepTolerance
public static final float angularSleepTolerance
public static final float mixFriction(float friction1, float friction2)
friction1
- friction2
- public static final float mixRestitution(float restitution1, float restitution2)
restitution1
- restitution2
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