/* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist * * Original source Box2D: * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org * * 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; using FarseerPhysics.Dynamics; 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 /// /// If true, all collision callbacks have to return the same value, and agree /// if there was a collision or not. Swtich this to false to revert to the /// collision agreement used in FPE 3.3.x /// public const bool AllCollisionCallbacksAgree = true; /// /// 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. /// public const bool EnableDiagnostics = false; /// /// Set this to true to skip sanity checks in the engine. This will speed up the /// tools by removing the overhead of the checks, but you will need to handle checks /// yourself where it is needed. /// public const bool SkipSanityChecks = false; /// /// The number of velocity iterations used in the solver. /// public static int VelocityIterations = 8; /// /// The number of position iterations used in the solver. /// public static int PositionIterations = 3; /// /// Enable/Disable Continuous Collision Detection (CCD) /// public static bool ContinuousPhysics = true; /// /// If true, it will run a GiftWrap convex hull on all polygon inputs. /// This makes for a more stable engine when given random input, /// but if speed of the creation of polygons are more important, /// you might want to set this to false. /// public static bool UseConvexHullPolygons = true; /// /// The number of velocity iterations in the TOI solver /// public static int TOIVelocityIterations = VelocityIterations; /// /// The number of position iterations in the TOI solver /// public static int TOIPositionIterations = 20; /// /// Maximum number of sub-steps per contact in continuous physics simulation. /// public const int MaxSubSteps = 8; /// /// Enable/Disable warmstarting /// public const bool EnableWarmstarting = true; /// /// Enable/Disable sleeping /// public static bool AllowSleep = true; /// /// The maximum number of vertices on a convex polygon. /// public static int MaxPolygonVertices = 8; /// /// 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 and DefaultFixtureCollisionCategories /// to Category.All. /// public static bool UseFPECollisionCategories; /// /// This is used by the Fixture constructor as the default value /// for Fixture.CollisionCategories member. Note that you may need to change this depending /// on the setting of UseFPECollisionCategories, above. /// public static Category DefaultFixtureCollisionCategories = Category.Cat1; /// /// This is used by the Fixture constructor as the default value /// for Fixture.CollidesWith member. /// public static Category DefaultFixtureCollidesWith = Category.All; /// /// This is used by the Fixture constructor as the default value /// for Fixture.IgnoreCCDWith member. /// public static Category DefaultFixtureIgnoreCCDWith = Category.None; /// /// The maximum number of contact points between two convex shapes. /// DO NOT CHANGE THIS VALUE! /// public const int MaxManifoldPoints = 2; /// /// 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. /// public const float AABBExtension = 0.1f; /// /// 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. /// public const float AABBMultiplier = 2.0f; /// /// A small length used as a collision and constraint tolerance. Usually it is /// chosen to be numerically significant, but visually insignificant. /// public const float LinearSlop = 0.005f; /// /// A small angle used as a collision and constraint tolerance. Usually it is /// chosen to be numerically significant, but visually insignificant. /// public const float AngularSlop = (2.0f / 180.0f * Pi); /// /// 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. /// public const float PolygonRadius = (2.0f * LinearSlop); // Dynamics /// /// Maximum number of contacts to be handled to solve a TOI impact. /// public const int MaxTOIContacts = 32; /// /// A velocity threshold for elastic collisions. Any collision with a relative linear /// velocity below this threshold will be treated as inelastic. /// public const float VelocityThreshold = 1.0f; /// /// The maximum linear position correction used when solving constraints. This helps to /// prevent overshoot. /// public const float MaxLinearCorrection = 0.2f; /// /// The maximum angular position correction used when solving constraints. This helps to /// prevent overshoot. /// public const float MaxAngularCorrection = (8.0f / 180.0f * Pi); /// /// 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 const float Baumgarte = 0.2f; // Sleep /// /// The time that a body must be still before it will go to sleep. /// public const float TimeToSleep = 0.5f; /// /// A body cannot sleep if its linear velocity is above this tolerance. /// public const float LinearSleepTolerance = 0.01f; /// /// A body cannot sleep if its angular velocity is above this tolerance. /// public const float AngularSleepTolerance = (2.0f / 180.0f * Pi); /// /// 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 const float MaxTranslation = 2.0f; public const float MaxTranslationSquared = (MaxTranslation * MaxTranslation); /// /// 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 const float MaxRotation = (0.5f * Pi); public const float MaxRotationSquared = (MaxRotation * MaxRotation); /// /// Defines the maximum number of iterations made by the GJK algorithm. /// public const int MaxGJKIterations = 20; /// /// This is only for debugging the solver /// public const bool EnableSubStepping = false; /// /// By default, forces are cleared automatically after each call to Step. /// The default behavior is modified with this setting. /// The purpose of this setting is to support sub-stepping. Sub-stepping is often used to maintain /// a fixed sized time step under a variable frame-rate. /// When you perform sub-stepping you should disable auto clearing of forces and instead call /// ClearForces after all sub-steps are complete in one pass of your game loop. /// public const bool AutoClearForces = true; /// /// Friction mixing law. Feel free to customize this. /// /// The friction1. /// The friction2. /// public static float MixFriction(float friction1, float friction2) { return (float)Math.Sqrt(friction1 * friction2); } /// /// Restitution mixing law. Feel free to customize this. /// /// The restitution1. /// The restitution2. /// public static float MixRestitution(float restitution1, float restitution2) { return restitution1 > restitution2 ? restitution1 : restitution2; } } }