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1 /*
2 * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #ifndef B2_SETTINGS_H
20 #define B2_SETTINGS_H
21 
22 #include <cassert>
23 #include <cmath>
24 
25 #define B2_NOT_USED(x) ((void)(x))
26 #define b2Assert(A) assert(A)
27 
28 typedef signed char	int8;
29 typedef signed short int16;
30 typedef signed int int32;
31 typedef unsigned char uint8;
32 typedef unsigned short uint16;
33 typedef unsigned int uint32;
34 typedef float float32;
35 typedef double float64;
36 
37 #define	b2_maxFloat		FLT_MAX
38 #define	b2_epsilon		FLT_EPSILON
39 #define b2_pi			3.14159265359f
40 
41 /// @file
42 /// Global tuning constants based on meters-kilograms-seconds (MKS) units.
43 ///
44 
45 // Collision
46 
47 /// The maximum number of contact points between two convex shapes. Do
48 /// not change this value.
49 #define b2_maxManifoldPoints	2
50 
51 /// The maximum number of vertices on a convex polygon. You cannot increase
52 /// this too much because b2BlockAllocator has a maximum object size.
53 #define b2_maxPolygonVertices	8
54 
55 /// This is used to fatten AABBs in the dynamic tree. This allows proxies
56 /// to move by a small amount without triggering a tree adjustment.
57 /// This is in meters.
58 #define b2_aabbExtension		0.1f
59 
60 /// This is used to fatten AABBs in the dynamic tree. This is used to predict
61 /// the future position based on the current displacement.
62 /// This is a dimensionless multiplier.
63 #define b2_aabbMultiplier		2.0f
64 
65 /// A small length used as a collision and constraint tolerance. Usually it is
66 /// chosen to be numerically significant, but visually insignificant.
67 #define b2_linearSlop			0.005f
68 
69 /// A small angle used as a collision and constraint tolerance. Usually it is
70 /// chosen to be numerically significant, but visually insignificant.
71 #define b2_angularSlop			(2.0f / 180.0f * b2_pi)
72 
73 /// The radius of the polygon/edge shape skin. This should not be modified. Making
74 /// this smaller means polygons will have an insufficient buffer for continuous collision.
75 /// Making it larger may create artifacts for vertex collision.
76 #define b2_polygonRadius		(2.0f * b2_linearSlop)
77 
78 /// Maximum number of sub-steps per contact in continuous physics simulation.
79 #define b2_maxSubSteps			8
80 
81 
82 // Dynamics
83 
84 /// Maximum number of contacts to be handled to solve a TOI impact.
85 #define b2_maxTOIContacts			32
86 
87 /// A velocity threshold for elastic collisions. Any collision with a relative linear
88 /// velocity below this threshold will be treated as inelastic.
89 /// modified by mzechner: defined in b2ContactSolver as a global.
90 extern float b2_velocityThreshold;
91 
92 /// The maximum linear position correction used when solving constraints. This helps to
93 /// prevent overshoot.
94 #define b2_maxLinearCorrection		0.2f
95 
96 /// The maximum angular position correction used when solving constraints. This helps to
97 /// prevent overshoot.
98 #define b2_maxAngularCorrection		(8.0f / 180.0f * b2_pi)
99 
100 /// The maximum linear velocity of a body. This limit is very large and is used
101 /// to prevent numerical problems. You shouldn't need to adjust this.
102 #define b2_maxTranslation			2.0f
103 #define b2_maxTranslationSquared	(b2_maxTranslation * b2_maxTranslation)
104 
105 /// The maximum angular velocity of a body. This limit is very large and is used
106 /// to prevent numerical problems. You shouldn't need to adjust this.
107 #define b2_maxRotation				(0.5f * b2_pi)
108 #define b2_maxRotationSquared		(b2_maxRotation * b2_maxRotation)
109 
110 /// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
111 /// that overlap is removed in one time step. However using values close to 1 often lead
112 /// to overshoot.
113 #define b2_baumgarte				0.2f
114 #define b2_toiBaugarte				0.75f
115 
116 
117 // Sleep
118 
119 /// The time that a body must be still before it will go to sleep.
120 #define b2_timeToSleep				0.5f
121 
122 /// A body cannot sleep if its linear velocity is above this tolerance.
123 #define b2_linearSleepTolerance		0.01f
124 
125 /// A body cannot sleep if its angular velocity is above this tolerance.
126 #define b2_angularSleepTolerance	(2.0f / 180.0f * b2_pi)
127 
128 // Memory Allocation
129 
130 /// Implement this function to use your own memory allocator.
131 void* b2Alloc(int32 size);
132 
133 /// If you implement b2Alloc, you should also implement this function.
134 void b2Free(void* mem);
135 
136 /// Logging function.
137 void b2Log(const char* string, ...);
138 
139 /// Version numbering scheme.
140 /// See http://en.wikipedia.org/wiki/Software_versioning
141 struct b2Version
142 {
143 	int32 major;		///< significant changes
144 	int32 minor;		///< incremental changes
145 	int32 revision;		///< bug fixes
146 };
147 
148 /// Current version.
149 extern b2Version b2_version;
150 
151 #endif
152