blaze.common.constants



const double COLLISION_TOLLERANCE ;
Unknown

const float DENSITY_OFFSET ;
SPH Constants. These are used for fluid simulation

const int k_maxManifoldPoints ;
Global tuning constants based on meters-kilograms-seconds (MKS) units.

const float k_linearSlop ;
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. Currently 0.5 centimeters

const real k_angularSlop ;
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. Currently 2 degrees

const float k_toiSlop ;
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 k_linearSlop. Currently 8 * k_linearSlop

const int k_maxTOIContactsPerIsland ;
Maximum number of contacts to be handled to solve a TOI island.

Note:
It is likely that you shouldn't change this unless you really understand what it does.

const int k_maxTOIJointsPerIsland ;
Maximum number of joints to be handled to solve a TOI island.

Note:
It is likely that you shouldn't change this unless you really understand what it does.

const float k_velocityThreshold ;
A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic. Currently 1 meter per second

const float k_maxLinearCorrection ;
The maximum linear position correction used when solving constraints. This helps to prevent overshoot. Currently 20 cm

const real k_maxAngularCorrection ;
The maximum angular position correction used when solving constraints. This helps to prevent overshoot. Currently 8 degrees

const float k_maxLinearVelocity ;
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. Currently set at 200 meters per second

const float k_maxLinearVelocitySquared ;
As the name suggests, this is k_maxLinearVelocity squared. Likely pre-calculated to increase efficiency

const float k_maxAngularVelocity ;
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. Currently set at 250 radians / second

const float k_maxAngularVelocitySquared ;
As the name suggests, this is k_maxAngularVelocity squared. Likely pre-calculated to increase efficiency

const float k_contactBaumgarte ;
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 leads to overshoot.

const float k_timeToSleep ;
The time that a body must be still before it will go to sleep. Currently half of a second

const float k_linearSleepTolerance ;
A body cannot sleep if its linear velocity is above this tolerance. Currently 1 centimeter per second

const float k_angularSleepTolerance ;
A body cannot sleep if its angular velocity is above this tolerance. Currently 2 degrees per second

struct Version ;
Version numbering scheme.

See Also:


http:
//en.wikipedia.org/wiki/Software_versioning

int major ;
< significant changes

int minor ;
< incremental changes

int revision ;
< bug fixes

Version k_version ;
Current version.

float k_errorTol ;
Unknown

float FORCE_SCALE (float x);
Magic?

float FORCE_INV_SCALE (float x);
Magic?

float mixFriction (float friction1, float friction2);
Friction mixing law. Feel free to customize this.

Params:
float friction1 the first friction force
float friction2 the second friction force

Returns:
The square root of the product of the two friction forces

float mixRestitution (float restitution1, float restitution2);
Restitution mixing law. Feel free to customize this.

Params:
float restitution1 the first force
float restitution2 the other force

Returns:
The greater of the two restitution forces

Page was generated with on Tue Feb 10 19:13:10 2009