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- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef B2_SETTINGS_H
- #define B2_SETTINGS_H
- #include <assert.h>
- #include <math.h>
- #define B2_NOT_USED(x) x
- #define b2Assert(A) assert(A)
- // need to include NDS jtypes.h instead of
- // usual typedefs because NDS jtypes defines
- // them slightly differently, oh well.
- #ifdef TARGET_IS_NDS
- #include "jtypes.h"
- #else
- typedef signed char int8;
- typedef signed short int16;
- typedef signed int int32;
- typedef unsigned char uint8;
- typedef unsigned short uint16;
- typedef unsigned int uint32;
- #endif
- #ifdef TARGET_FLOAT32_IS_FIXED
- #include "Fixed.h"
- typedef Fixed float32;
- #define B2_FLT_MAX FIXED_MAX
- #define B2_FLT_EPSILON FIXED_EPSILON
- #define B2FORCE_SCALE(x) ((x)<<7)
- #define B2FORCE_INV_SCALE(x) ((x)>>7)
- #else
- typedef float float32;
- #define B2_FLT_MAX FLT_MAX
- #define B2_FLT_EPSILON FLT_EPSILON
- #define B2FORCE_SCALE(x) (x)
- #define B2FORCE_INV_SCALE(x) (x)
- #endif
- const float32 b2_pi = 3.14159265359f;
- /// @file
- /// Global tuning constants based on meters-kilograms-seconds (MKS) units.
- ///
- // Collision
- const int32 b2_maxManifoldPoints = 2;
- const int32 b2_maxPolygonVertices = 8;
- const int32 b2_maxProxies = 512; // this must be a power of two
- const int32 b2_maxPairs = 8 * b2_maxProxies; // this must be a power of two
- // Dynamics
- /// A small length used as a collision and constraint tolerance. Usually it is
- /// chosen to be numerically significant, but visually insignificant.
- const float32 b2_linearSlop = 0.005f; // 0.5 cm
- /// A small angle used as a collision and constraint tolerance. Usually it is
- /// chosen to be numerically significant, but visually insignificant.
- const float32 b2_angularSlop = 2.0f / 180.0f * b2_pi; // 2 degrees
- /// Continuous collision detection (CCD) works with core, shrunken shapes. This is the
- /// amount by which shapes are automatically shrunk to work with CCD. This must be
- /// larger than b2_linearSlop.
- const float32 b2_toiSlop = 8.0f * b2_linearSlop;
- /// Maximum number of contacts to be handled to solve a TOI island.
- const int32 b2_maxTOIContactsPerIsland = 32;
- /// Maximum number of joints to be handled to solve a TOI island.
- const int32 b2_maxTOIJointsPerIsland = 32;
- /// A velocity threshold for elastic collisions. Any collision with a relative linear
- /// velocity below this threshold will be treated as inelastic.
- const float32 b2_velocityThreshold = 1.0f; // 1 m/s
- /// The maximum linear position correction used when solving constraints. This helps to
- /// prevent overshoot.
- const float32 b2_maxLinearCorrection = 0.2f; // 20 cm
- /// The maximum angular position correction used when solving constraints. This helps to
- /// prevent overshoot.
- const float32 b2_maxAngularCorrection = 8.0f / 180.0f * b2_pi; // 8 degrees
- /// 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.
- #ifdef TARGET_FLOAT32_IS_FIXED
- const float32 b2_maxLinearVelocity = 100.0f;
- #else
- const float32 b2_maxLinearVelocity = 200.0f;
- const float32 b2_maxLinearVelocitySquared = b2_maxLinearVelocity * b2_maxLinearVelocity;
- #endif
- /// 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.
- const float32 b2_maxAngularVelocity = 250.0f;
- #ifndef TARGET_FLOAT32_IS_FIXED
- const float32 b2_maxAngularVelocitySquared = b2_maxAngularVelocity * b2_maxAngularVelocity;
- #endif
- /// 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.
- const float32 b2_contactBaumgarte = 0.2f;
- // Sleep
- /// The time that a body must be still before it will go to sleep.
- const float32 b2_timeToSleep = 0.5f; // half a second
- /// A body cannot sleep if its linear velocity is above this tolerance.
- const float32 b2_linearSleepTolerance = 0.01f; // 1 cm/s
- /// A body cannot sleep if its angular velocity is above this tolerance.
- const float32 b2_angularSleepTolerance = 2.0f / 180.0f; // 2 degrees/s
- // Memory Allocation
- /// The current number of bytes allocated through b2Alloc.
- extern int32 b2_byteCount;
- /// Implement this function to use your own memory allocator.
- void* b2Alloc(int32 size);
- /// If you implement b2Alloc, you should also implement this function.
- void b2Free(void* mem);
- /// Version numbering scheme.
- /// See http://en.wikipedia.org/wiki/Software_versioning
- struct b2Version
- {
- int32 major; ///< significant changes
- int32 minor; ///< incremental changes
- int32 revision; ///< bug fixes
- };
- /// Current version.
- extern b2Version b2_version;
- /// Friction mixing law. Feel free to customize this.
- inline float32 b2MixFriction(float32 friction1, float32 friction2)
- {
- return sqrtf(friction1 * friction2);
- }
- /// Restitution mixing law. Feel free to customize this.
- inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
- {
- return restitution1 > restitution2 ? restitution1 : restitution2;
- }
- #endif
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