@awayfl/awayfl-player
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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
141 lines (140 loc) • 5.42 kB
JavaScript
/**
* This class controls Box2D global settings
*/
var b2Settings = /** @class */ (function () {
function b2Settings() {
}
/**
* Friction mixing law. Feel free to customize this.
*/
b2Settings.b2MixFriction = function (friction1, friction2) {
return Math.sqrt(friction1 * friction2);
};
/**
* Restitution mixing law. Feel free to customize this.
*/
b2Settings.b2MixRestitution = function (restitution1, restitution2) {
return restitution1 > restitution2 ? restitution1 : restitution2;
};
// assert
/**
* 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.
*/
b2Settings.b2Assert = function (a) {
if (!a) {
//var nullVec:b2Vec2;
//nullVec.x++;
throw 'Assertion Failed';
}
};
/**
* The current version of Box2D
*/
b2Settings.VERSION = '2.1alpha';
b2Settings.USHRT_MAX = 0x0000ffff;
b2Settings.b2_pi = Math.PI;
// Collision
/**
* Number of manifold points in a b2Manifold. This should NEVER change.
*/
b2Settings.b2_maxManifoldPoints = 2;
/*
* The growable broadphase doesn't have upper limits,
* so there is no b2_maxProxies or b2_maxPairs settings.
*/
//public static readonly b2_maxProxies:number /** int */ = 0;
//public static readonly b2_maxPairs:number /** int */ = 8 * b2_maxProxies;
/**
* 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.
*/
b2Settings.b2_aabbExtension = 0.1;
/**
* 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.
*/
b2Settings.b2_aabbMultiplier = 2.0;
// Dynamics
/**
* A small length used as a collision and readonlyraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
*/
b2Settings.b2_linearSlop = 0.005; // 0.5 cm
/**
* 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.
*/
b2Settings.b2_polygonRadius = 2.0 * b2Settings.b2_linearSlop;
/**
* A small angle used as a collision and readonlyraint tolerance. Usually it is
* chosen to be numerically significant, but visually insignificant.
*/
b2Settings.b2_angularSlop = 2.0 / 180.0 * b2Settings.b2_pi; // 2 degrees
/**
* 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
*/
b2Settings.b2_toiSlop = 8.0 * b2Settings.b2_linearSlop;
/**
* Maximum number of contacts to be handled to solve a TOI island.
*/
b2Settings.b2_maxTOIContactsPerIsland = 32;
/**
* Maximum number of joints to be handled to solve a TOI island.
*/
b2Settings.b2_maxTOIJointsPerIsland = 32;
/**
* A velocity threshold for elastic collisions. Any collision with a relative linear
* velocity below this threshold will be treated as inelastic.
*/
b2Settings.b2_velocityThreshold = 1.0; // 1 m/s
/**
* The maximum linear position correction used when solving readonlyraints. This helps to
* prevent overshoot.
*/
b2Settings.b2_maxLinearCorrection = 0.2; // 20 cm
/**
* The maximum angular position correction used when solving readonlyraints. This helps to
* prevent overshoot.
*/
b2Settings.b2_maxAngularCorrection = 8.0 / 180.0 * b2Settings.b2_pi; // 8 degrees
/**
* 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.
*/
b2Settings.b2_maxTranslation = 2.0;
b2Settings.b2_maxTranslationSquared = b2Settings.b2_maxTranslation * b2Settings.b2_maxTranslation;
/**
* 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.
*/
b2Settings.b2_maxRotation = 0.5 * b2Settings.b2_pi;
b2Settings.b2_maxRotationSquared = b2Settings.b2_maxRotation * b2Settings.b2_maxRotation;
/**
* 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.
*/
b2Settings.b2_contactBaumgarte = 0.2;
// Sleep
/**
* The time that a body must be still before it will go to sleep.
*/
b2Settings.b2_timeToSleep = 0.5; // half a second
/**
* A body cannot sleep if its linear velocity is above this tolerance.
*/
b2Settings.b2_linearSleepTolerance = 0.01; // 1 cm/s
/**
* A body cannot sleep if its angular velocity is above this tolerance.
*/
b2Settings.b2_angularSleepTolerance = 2.0 / 180.0 * b2Settings.b2_pi; // 2 degrees/s
return b2Settings;
}());
export { b2Settings };