@awayfl/awayfl-player
Version:
Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
117 lines • 4.59 kB
TypeScript
/**
* This class controls Box2D global settings
*/
export declare class b2Settings {
/**
* The current version of Box2D
*/
static readonly VERSION: String;
static readonly USHRT_MAX: number /** int */;
static readonly b2_pi: number;
/**
* Number of manifold points in a b2Manifold. This should NEVER change.
*/
static readonly b2_maxManifoldPoints: number /** int */;
/**
* 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.
*/
static readonly b2_aabbExtension: number;
/**
* 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.
*/
static readonly b2_aabbMultiplier: number;
/**
* A small length used as a collision and readonlyraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
*/
static readonly b2_linearSlop: 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.
*/
static readonly b2_polygonRadius: number;
/**
* A small angle used as a collision and readonlyraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
*/
static readonly b2_angularSlop: number;
/**
* 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 b2_linearSlop
*/
static readonly b2_toiSlop: number;
/**
* Maximum number of contacts to be handled to solve a TOI island.
*/
static readonly b2_maxTOIContactsPerIsland: number /** int */;
/**
* Maximum number of joints to be handled to solve a TOI island.
*/
static readonly b2_maxTOIJointsPerIsland: number /** int */;
/**
* A velocity threshold for elastic collisions. Any collision with a relative linear
* velocity below this threshold will be treated as inelastic.
*/
static readonly b2_velocityThreshold: number;
/**
* The maximum linear position correction used when solving readonlyraints. This helps to
* prevent overshoot.
*/
static readonly b2_maxLinearCorrection: number;
/**
* The maximum angular position correction used when solving readonlyraints. This helps to
* prevent overshoot.
*/
static readonly b2_maxAngularCorrection: number;
/**
* 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.
*/
static readonly b2_maxTranslation: number;
static readonly b2_maxTranslationSquared: 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.
*/
static readonly b2_maxRotation: number;
static readonly b2_maxRotationSquared: number;
/**
* 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.
*/
static readonly b2_contactBaumgarte: number;
/**
* Friction mixing law. Feel free to customize this.
*/
static b2MixFriction(friction1: number, friction2: number): number;
/**
* Restitution mixing law. Feel free to customize this.
*/
static b2MixRestitution(restitution1: number, restitution2: number): number;
/**
* The time that a body must be still before it will go to sleep.
*/
static readonly b2_timeToSleep: number;
/**
* A body cannot sleep if its linear velocity is above this tolerance.
*/
static readonly b2_linearSleepTolerance: number;
/**
* A body cannot sleep if its angular velocity is above this tolerance.
*/
static readonly b2_angularSleepTolerance: number;
/**
* 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.
*/
static b2Assert(a: boolean): void;
}
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