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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