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- /*
- * Farseer Physics Engine based on Box2D.XNA port:
- * Copyright (c) 2010 Ian Qvist
- *
- * Box2D.XNA port of Box2D:
- * Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
- *
- * Original source Box2D:
- * Copyright (c) 2006-2009 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.
- */
- using System;
- namespace FarseerPhysics
- {
- public static class Settings
- {
- public const float MaxFloat = 3.402823466e+38f;
- public const float Epsilon = 1.192092896e-07f;
- public const float Pi = 3.14159265359f;
- // Common
- /// <summary>
- /// Enabling diagnistics causes the engine to gather timing information.
- /// You can see how much time it took to solve the contacts, solve CCD
- /// and update the controllers.
- /// NOTE: If you are using a debug view that shows performance counters,
- /// you might want to enable this.
- /// </summary>
- public static bool EnableDiagnostics = true;
- /// <summary>
- /// The number of velocity iterations used in the solver.
- /// </summary>
- public static int VelocityIterations = 8;
- /// <summary>
- /// The number of position iterations used in the solver.
- /// </summary>
- public static int PositionIterations = 3;
- /// <summary>
- /// Enable/Disable Continuous Collision Detection (CCD)
- /// </summary>
- public static bool ContinuousPhysics = true;
- /// <summary>
- /// The number of velocity iterations in the TOI solver
- /// </summary>
- public static int TOIVelocityIterations = 8;
- /// <summary>
- /// The number of position iterations in the TOI solver
- /// </summary>
- public static int TOIPositionIterations = 20;
- /// <summary>
- /// Maximum number of sub-steps per contact in continuous physics simulation.
- /// </summary>
- public const int MaxSubSteps = 8;
- /// <summary>
- /// Enable/Disable warmstarting
- /// </summary>
- public static bool EnableWarmstarting = true;
- /// <summary>
- /// Enable/Disable sleeping
- /// </summary>
- public static bool AllowSleep = true;
- /// <summary>
- /// The maximum number of vertices on a convex polygon.
- /// </summary>
- public static int MaxPolygonVertices = 8;
- /// <summary>
- /// Farseer Physics Engine has a different way of filtering fixtures than Box2d.
- /// We have both FPE and Box2D filtering in the engine. If you are upgrading
- /// from earlier versions of FPE, set this to true.
- /// </summary>
- public static bool UseFPECollisionCategories;
- /// <summary>
- /// Conserve memory makes sure that objects are used by reference instead of cloned.
- /// When you give a vertices collection to a PolygonShape, it will by default copy the vertices
- /// instead of using the original reference. This is to ensure that objects modified outside the engine
- /// does not affect the engine itself, however, this uses extra memory. This behavior
- /// can be turned off by setting ConserveMemory to true.
- /// </summary>
- public const bool ConserveMemory = false;
- /// <summary>
- /// The maximum number of contact points between two convex shapes.
- /// </summary>
- public const int MaxManifoldPoints = 2;
- /// <summary>
- /// This is used to fatten AABBs in the dynamic tree. This allows proxies
- /// to move by a small amount without triggering a tree adjustment.
- /// This is in meters.
- /// </summary>
- public const float AABBExtension = 0.1f;
- /// <summary>
- /// This is used to fatten AABBs in the dynamic tree. This is used to predict
- /// the future position based on the current displacement.
- /// This is a dimensionless multiplier.
- /// </summary>
- public const float AABBMultiplier = 2.0f;
- /// <summary>
- /// A small length used as a collision and constraint tolerance. Usually it is
- /// chosen to be numerically significant, but visually insignificant.
- /// </summary>
- public const float LinearSlop = 0.005f;
- /// <summary>
- /// A small angle used as a collision and constraint tolerance. Usually it is
- /// chosen to be numerically significant, but visually insignificant.
- /// </summary>
- public const float AngularSlop = (2.0f / 180.0f * Pi);
- /// <summary>
- /// The radius of the polygon/edge shape skin. This should not be modified. Making
- /// this smaller means polygons will have an insufficient buffer for continuous collision.
- /// Making it larger may create artifacts for vertex collision.
- /// </summary>
- public const float PolygonRadius = (2.0f * LinearSlop);
- // Dynamics
- /// <summary>
- /// Maximum number of contacts to be handled to solve a TOI impact.
- /// </summary>
- public const int MaxTOIContacts = 32;
- /// <summary>
- /// A velocity threshold for elastic collisions. Any collision with a relative linear
- /// velocity below this threshold will be treated as inelastic.
- /// </summary>
- public const float VelocityThreshold = 1.0f;
- /// <summary>
- /// The maximum linear position correction used when solving constraints. This helps to
- /// prevent overshoot.
- /// </summary>
- public const float MaxLinearCorrection = 0.2f;
- /// <summary>
- /// The maximum angular position correction used when solving constraints. This helps to
- /// prevent overshoot.
- /// </summary>
- public const float MaxAngularCorrection = (8.0f / 180.0f * Pi);
- /// <summary>
- /// 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.
- /// </summary>
- public const float ContactBaumgarte = 0.2f;
- // Sleep
- /// <summary>
- /// The time that a body must be still before it will go to sleep.
- /// </summary>
- public const float TimeToSleep = 0.5f;
- /// <summary>
- /// A body cannot sleep if its linear velocity is above this tolerance.
- /// </summary>
- public const float LinearSleepTolerance = 0.01f;
- /// <summary>
- /// A body cannot sleep if its angular velocity is above this tolerance.
- /// </summary>
- public const float AngularSleepTolerance = (2.0f / 180.0f * Pi);
- /// <summary>
- /// 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.
- /// </summary>
- public const float MaxTranslation = 2.0f;
- public const float MaxTranslationSquared = (MaxTranslation * MaxTranslation);
- /// <summary>
- /// 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.
- /// </summary>
- public const float MaxRotation = (0.5f * Pi);
- public const float MaxRotationSquared = (MaxRotation * MaxRotation);
- /// <summary>
- /// Friction mixing law. Feel free to customize this.
- /// </summary>
- /// <param name="friction1">The friction1.</param>
- /// <param name="friction2">The friction2.</param>
- /// <returns></returns>
- public static float MixFriction(float friction1, float friction2)
- {
- return (float) Math.Sqrt(friction1 * friction2);
- }
- /// <summary>
- /// Restitution mixing law. Feel free to customize this.
- /// </summary>
- /// <param name="restitution1">The restitution1.</param>
- /// <param name="restitution2">The restitution2.</param>
- /// <returns></returns>
- public static float MixRestitution(float restitution1, float restitution2)
- {
- return restitution1 > restitution2 ? restitution1 : restitution2;
- }
- }
- }
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