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@awayfl/awayfl-player

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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

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/** * 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; } //# sourceMappingURL=b2Settings.d.ts.map