mirror of https://github.com/axmolengine/axmol.git
152 lines
5.1 KiB
C
152 lines
5.1 KiB
C
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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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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#ifndef B2_SETTINGS_H
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#define B2_SETTINGS_H
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#include <stddef.h>
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#include <assert.h>
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#include <float.h>
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#define B2_NOT_USED(x) ((void)(x))
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#define b2Assert(A) assert(A)
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typedef signed char int8;
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typedef signed short int16;
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typedef signed int int32;
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typedef unsigned char uint8;
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typedef unsigned short uint16;
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typedef unsigned int uint32;
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typedef float float32;
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typedef double float64;
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#define b2_maxFloat FLT_MAX
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#define b2_epsilon FLT_EPSILON
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#define b2_pi 3.14159265359f
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/// @file
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/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
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///
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// Collision
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/// The maximum number of contact points between two convex shapes. Do
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/// not change this value.
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#define b2_maxManifoldPoints 2
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/// The maximum number of vertices on a convex polygon. You cannot increase
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/// this too much because b2BlockAllocator has a maximum object size.
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#define b2_maxPolygonVertices 8
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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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#define b2_aabbExtension 0.1f
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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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#define b2_aabbMultiplier 2.0f
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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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#define b2_linearSlop 0.005f
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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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#define b2_angularSlop (2.0f / 180.0f * b2_pi)
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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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#define b2_polygonRadius (2.0f * b2_linearSlop)
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/// Maximum number of sub-steps per contact in continuous physics simulation.
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#define b2_maxSubSteps 8
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// Dynamics
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/// Maximum number of contacts to be handled to solve a TOI impact.
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#define b2_maxTOIContacts 32
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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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#define b2_velocityThreshold 1.0f
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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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#define b2_maxLinearCorrection 0.2f
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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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#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
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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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#define b2_maxTranslation 2.0f
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#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
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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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#define b2_maxRotation (0.5f * b2_pi)
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#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation)
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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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#define b2_baumgarte 0.2f
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#define b2_toiBaugarte 0.75f
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// Sleep
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/// The time that a body must be still before it will go to sleep.
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#define b2_timeToSleep 0.5f
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/// A body cannot sleep if its linear velocity is above this tolerance.
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#define b2_linearSleepTolerance 0.01f
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/// A body cannot sleep if its angular velocity is above this tolerance.
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#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi)
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// Memory Allocation
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/// Implement this function to use your own memory allocator.
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void* b2Alloc(int32 size);
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/// If you implement b2Alloc, you should also implement this function.
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void b2Free(void* mem);
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/// Logging function.
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void b2Log(const char* string, ...);
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/// Version numbering scheme.
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/// See http://en.wikipedia.org/wiki/Software_versioning
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struct b2Version
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{
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int32 major; ///< significant changes
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int32 minor; ///< incremental changes
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int32 revision; ///< bug fixes
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};
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/// Current version.
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extern b2Version b2_version;
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#endif
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