236 lines
9.2 KiB
C#
236 lines
9.2 KiB
C#
/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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namespace FarseerPhysics
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{
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public static class Settings
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{
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public static string Version = "Farseer Engine Version 3.3.1 (Patched)";
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public const float MaxFloat = 3.402823466e+38f;
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public const float Epsilon = 1.192092896e-07f;
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public const float Pi = 3.14159265359f;
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// Common
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/// <summary>
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/// Enabling diagnistics causes the engine to gather timing information.
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/// You can see how much time it took to solve the contacts, solve CCD
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/// and update the controllers.
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/// NOTE: If you are using a debug view that shows performance counters,
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/// you might want to enable this.
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/// </summary>
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public static bool EnableDiagnostics = true;
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/// <summary>
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/// The number of velocity iterations used in the solver.
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/// </summary>
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public static int VelocityIterations = 8;
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/// <summary>
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/// The number of position iterations used in the solver.
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/// </summary>
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public static int PositionIterations = 3;
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/// <summary>
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/// Enable/Disable Continuous Collision Detection (CCD)
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/// </summary>
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public static bool ContinuousPhysics = true;
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/// <summary>
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/// The number of velocity iterations in the TOI solver
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/// </summary>
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public static int TOIVelocityIterations = 8;
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/// <summary>
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/// The number of position iterations in the TOI solver
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/// </summary>
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public static int TOIPositionIterations = 20;
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/// <summary>
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/// Maximum number of sub-steps per contact in continuous physics simulation.
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/// </summary>
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public const int MaxSubSteps = 8;
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/// <summary>
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/// Enable/Disable warmstarting
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/// </summary>
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public static bool EnableWarmstarting = true;
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/// <summary>
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/// Enable/Disable sleeping
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/// </summary>
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public static bool AllowSleep = true;
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/// <summary>
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/// The maximum number of vertices on a convex polygon.
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/// </summary>
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public static int MaxPolygonVertices = 8;
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/// <summary>
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/// Farseer Physics Engine has a different way of filtering fixtures than Box2d.
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/// We have both FPE and Box2D filtering in the engine. If you are upgrading
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/// from earlier versions of FPE, set this to true.
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/// </summary>
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public static bool UseFPECollisionCategories;
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/// <summary>
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/// Conserve memory makes sure that objects are used by reference instead of cloned.
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/// When you give a vertices collection to a PolygonShape, it will by default copy the vertices
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/// instead of using the original reference. This is to ensure that objects modified outside the engine
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/// does not affect the engine itself, however, this uses extra memory. This behavior
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/// can be turned off by setting ConserveMemory to true.
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/// </summary>
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public const bool ConserveMemory = false;
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/// <summary>
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/// The maximum number of contact points between two convex shapes.
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/// </summary>
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public const int MaxManifoldPoints = 2;
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/// <summary>
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/// This is used to fatten AABBs in the dynamic tree. This allows proxies
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/// to move by a small amount without triggering a tree adjustment.
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/// This is in meters.
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/// </summary>
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public const float AABBExtension = 0.1f;
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/// <summary>
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/// This is used to fatten AABBs in the dynamic tree. This is used to predict
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/// the future position based on the current displacement.
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/// This is a dimensionless multiplier.
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/// </summary>
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public const float AABBMultiplier = 2.0f;
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/// <summary>
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/// A small length used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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/// </summary>
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public const float LinearSlop = 0.005f;
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/// <summary>
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/// A small angle used as a collision and constraint tolerance. Usually it is
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/// chosen to be numerically significant, but visually insignificant.
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/// </summary>
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public const float AngularSlop = (2.0f / 180.0f * Pi);
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/// <summary>
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/// The radius of the polygon/edge shape skin. This should not be modified. Making
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/// this smaller means polygons will have an insufficient buffer for continuous collision.
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/// Making it larger may create artifacts for vertex collision.
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/// </summary>
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public const float PolygonRadius = (2.0f * LinearSlop);
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// Dynamics
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/// <summary>
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/// Maximum number of contacts to be handled to solve a TOI impact.
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/// </summary>
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public const int MaxTOIContacts = 32;
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/// <summary>
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/// A velocity threshold for elastic collisions. Any collision with a relative linear
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/// velocity below this threshold will be treated as inelastic.
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/// </summary>
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public const float VelocityThreshold = 1.0f;
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/// <summary>
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/// The maximum linear position correction used when solving constraints. This helps to
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/// prevent overshoot.
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/// </summary>
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public const float MaxLinearCorrection = 0.2f;
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/// <summary>
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/// The maximum angular position correction used when solving constraints. This helps to
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/// prevent overshoot.
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/// </summary>
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public const float MaxAngularCorrection = (8.0f / 180.0f * Pi);
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/// <summary>
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/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
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/// that overlap is removed in one time step. However using values close to 1 often lead
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/// to overshoot.
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/// </summary>
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public const float ContactBaumgarte = 0.2f;
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// Sleep
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/// <summary>
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/// The time that a body must be still before it will go to sleep.
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/// </summary>
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public const float TimeToSleep = 0.5f;
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/// <summary>
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/// A body cannot sleep if its linear velocity is above this tolerance.
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/// </summary>
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public const float LinearSleepTolerance = 0.01f;
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/// <summary>
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/// A body cannot sleep if its angular velocity is above this tolerance.
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/// </summary>
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public const float AngularSleepTolerance = (2.0f / 180.0f * Pi);
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/// <summary>
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/// The maximum linear velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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/// </summary>
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public const float MaxTranslation = 2.0f;
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public const float MaxTranslationSquared = (MaxTranslation * MaxTranslation);
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/// <summary>
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/// The maximum angular velocity of a body. This limit is very large and is used
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/// to prevent numerical problems. You shouldn't need to adjust this.
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/// </summary>
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public const float MaxRotation = (0.5f * Pi);
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public const float MaxRotationSquared = (MaxRotation * MaxRotation);
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/// <summary>
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/// Friction mixing law. Feel free to customize this.
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/// </summary>
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/// <param name="friction1">The friction1.</param>
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/// <param name="friction2">The friction2.</param>
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/// <returns></returns>
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public static float MixFriction(float friction1, float friction2)
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{
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return (float) Math.Sqrt(friction1 * friction2);
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}
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/// <summary>
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/// Restitution mixing law. Feel free to customize this.
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/// </summary>
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/// <param name="restitution1">The restitution1.</param>
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/// <param name="restitution2">The restitution2.</param>
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/// <returns></returns>
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public static float MixRestitution(float restitution1, float restitution2)
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{
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return restitution1 > restitution2 ? restitution1 : restitution2;
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}
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}
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} |