@awayfl/awayfl-player
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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
94 lines (75 loc) • 4.33 kB
text/typescript
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
import { b2Vec2 } from './Math';
export class b2Settings {
public static USHRT_MAX: number /** int */ = 0x0000ffff;
public static b2_pi: number = Math.PI;
// Collision
public static b2_maxManifoldPoints: number /** int */ = 2;
public static b2_maxPolygonVertices: number /** int */ = 8;
public static b2_maxProxies: number /** int */ = 512; // this must be a power of two
public static b2_maxPairs: number /** int */ = 8 * b2Settings.b2_maxProxies; // this must be a power of two
// Dynamics
/// A small length used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
public static b2_linearSlop: number = 0.005; // 0.5 cm
/// A small angle used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
public static b2_angularSlop: number = 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.
public static b2_toiSlop: number = 8.0 * b2Settings.b2_linearSlop;
/// Maximum number of contacts to be handled to solve a TOI island.
public static b2_maxTOIContactsPerIsland: number /** int */ = 32;
/// A velocity threshold for elastic collisions. Any collision with a relative linear
/// velocity below this threshold will be treated as inelastic.
public static b2_velocityThreshold: number = 1.0; // 1 m/s
/// The maximum linear position correction used when solving constraints. This helps to
/// prevent overshoot.
public static b2_maxLinearCorrection: number = 0.2; // 20 cm
/// The maximum angular position correction used when solving constraints. This helps to
/// prevent overshoot.
public static b2_maxAngularCorrection: number = 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.
public static b2_maxLinearVelocity: number = 200.0;
public static b2_maxLinearVelocitySquared: number = b2Settings.b2_maxLinearVelocity * b2Settings.b2_maxLinearVelocity;
/// 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.
public static b2_maxAngularVelocity: number = 250.0;
public static b2_maxAngularVelocitySquared: number = b2Settings.b2_maxAngularVelocity * b2Settings.b2_maxAngularVelocity;
/// 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.
public static b2_contactBaumgarte: number = 0.2;
// Sleep
/// The time that a body must be still before it will go to sleep.
public static b2_timeToSleep: number = 0.5; // half a second
/// A body cannot sleep if its linear velocity is above this tolerance.
public static b2_linearSleepTolerance: number = 0.01; // 1 cm/s
/// A body cannot sleep if its angular velocity is above this tolerance.
public static b2_angularSleepTolerance: number = 2.0 / 180.0; // 2 degrees/s
// assert
public static b2Assert(a: boolean): void {
if (!a) {
let nullVec: b2Vec2;
nullVec.x++;
}
}
}