Package | Box2D.Common |
Class | public class b2Settings |
Source | b2Settings.as |
Method | Defined by | ||
---|---|---|---|
b2Assert(a:Boolean):void
[static]
b2Assert is used internally to handle assertions.
| b2Settings | ||
b2MixFriction(friction1:Number, friction2:Number):Number
[static]
Friction mixing law.
| b2Settings | ||
b2MixRestitution(restitution1:Number, restitution2:Number):Number
[static]
Restitution mixing law.
| b2Settings |
Constant | Defined by | ||
---|---|---|---|
b2_aabbExtension : Number = 0.1 [static]
This is used to fatten AABBs in the dynamic tree.
| b2Settings | ||
b2_aabbMultiplier : Number = 2.0 [static]
This is used to fatten AABBs in the dynamic tree.
| b2Settings | ||
b2_angularSleepTolerance : Number [static]
A body cannot sleep if its angular velocity is above this tolerance.
| b2Settings | ||
b2_angularSlop : Number [static]
A small angle used as a collision and constraint tolerance.
| b2Settings | ||
b2_contactBaumgarte : Number = 0.2 [static]
This scale factor controls how fast overlap is resolved.
| b2Settings | ||
b2_linearSleepTolerance : Number = 0.01 [static]
A body cannot sleep if its linear velocity is above this tolerance.
| b2Settings | ||
b2_linearSlop : Number = 0.005 [static]
A small length used as a collision and constraint tolerance.
| b2Settings | ||
b2_maxAngularCorrection : Number [static]
The maximum angular position correction used when solving constraints.
| b2Settings | ||
b2_maxLinearCorrection : Number = 0.2 [static]
The maximum linear position correction used when solving constraints.
| b2Settings | ||
b2_maxManifoldPoints : int = 2 [static]
Number of manifold points in a b2Manifold.
| b2Settings | ||
b2_maxRotation : Number [static]
The maximum angular velocity of a body.
| b2Settings | ||
b2_maxRotationSquared : Number [static]
| b2Settings | ||
b2_maxTOIContactsPerIsland : int = 32 [static]
Maximum number of contacts to be handled to solve a TOI island.
| b2Settings | ||
b2_maxTOIJointsPerIsland : int = 32 [static]
Maximum number of joints to be handled to solve a TOI island.
| b2Settings | ||
b2_maxTranslation : Number = 2.0 [static]
The maximum linear velocity of a body.
| b2Settings | ||
b2_maxTranslationSquared : Number = 4.0 [static]
| b2Settings | ||
b2_pi : Number = 3.141592653589793 [static]
| b2Settings | ||
b2_polygonRadius : Number [static]
The radius of the polygon/edge shape skin.
| b2Settings | ||
b2_timeToSleep : Number = 0.5 [static]
The time that a body must be still before it will go to sleep.
| b2Settings | ||
b2_toiSlop : Number = 0.04 [static]
Continuous collision detection (CCD) works with core, shrunken shapes.
| b2Settings | ||
b2_velocityThreshold : Number = 1.0 [static]
A velocity threshold for elastic collisions.
| b2Settings | ||
USHRT_MAX : int = 0x0000ffff [static]
| b2Settings | ||
VERSION : String = "2.1alpha" [static]
The current version of Box2D
| b2Settings |
b2Assert | () | method |
public static function b2Assert(a:Boolean):void
b2Assert is used internally to handle assertions. By default, calls are commented out to save performance, so they serve more as documentation than anything else.
Parametersa:Boolean |
b2MixFriction | () | method |
public static function b2MixFriction(friction1:Number, friction2:Number):Number
Friction mixing law. Feel free to customize this.
Parametersfriction1:Number |
|
friction2:Number |
Number |
b2MixRestitution | () | method |
public static function b2MixRestitution(restitution1:Number, restitution2:Number):Number
Restitution mixing law. Feel free to customize this.
Parametersrestitution1:Number |
|
restitution2:Number |
Number |
b2_aabbExtension | constant |
public static const b2_aabbExtension:Number = 0.1
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.
b2_aabbMultiplier | constant |
public static const b2_aabbMultiplier:Number = 2.0
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.
b2_angularSleepTolerance | constant |
public static const b2_angularSleepTolerance:Number
A body cannot sleep if its angular velocity is above this tolerance.
b2_angularSlop | constant |
public static const b2_angularSlop:Number
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
b2_contactBaumgarte | constant |
public static const b2_contactBaumgarte:Number = 0.2
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.
b2_linearSleepTolerance | constant |
public static const b2_linearSleepTolerance:Number = 0.01
A body cannot sleep if its linear velocity is above this tolerance.
b2_linearSlop | constant |
public static const b2_linearSlop:Number = 0.005
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
b2_maxAngularCorrection | constant |
public static const b2_maxAngularCorrection:Number
The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
b2_maxLinearCorrection | constant |
public static const b2_maxLinearCorrection:Number = 0.2
The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
b2_maxManifoldPoints | constant |
public static const b2_maxManifoldPoints:int = 2
Number of manifold points in a b2Manifold. This should NEVER change.
b2_maxRotation | constant |
public static const b2_maxRotation:Number
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.
b2_maxRotationSquared | constant |
public static const b2_maxRotationSquared:Number
b2_maxTOIContactsPerIsland | constant |
public static const b2_maxTOIContactsPerIsland:int = 32
Maximum number of contacts to be handled to solve a TOI island.
b2_maxTOIJointsPerIsland | constant |
public static const b2_maxTOIJointsPerIsland:int = 32
Maximum number of joints to be handled to solve a TOI island.
b2_maxTranslation | constant |
public static const b2_maxTranslation:Number = 2.0
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.
b2_maxTranslationSquared | constant |
public static const b2_maxTranslationSquared:Number = 4.0
b2_pi | constant |
public static const b2_pi:Number = 3.141592653589793
b2_polygonRadius | constant |
public static const b2_polygonRadius:Number
The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have and insufficient for continuous collision. Making it larger may create artifacts for vertex collision.
b2_timeToSleep | constant |
public static const b2_timeToSleep:Number = 0.5
The time that a body must be still before it will go to sleep.
b2_toiSlop | constant |
public static const b2_toiSlop:Number = 0.04
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.
See also
b2_velocityThreshold | constant |
public static const b2_velocityThreshold:Number = 1.0
A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
USHRT_MAX | constant |
public static const USHRT_MAX:int = 0x0000ffff
VERSION | constant |
public static const VERSION:String = "2.1alpha"
The current version of Box2D