org.jbox2d.common.Settings Maven / Gradle / Ivy
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* Copyright (c) 2013, Daniel Murphy
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package org.jbox2d.common;
/**
* Global tuning constants based on MKS units and various integer maximums (vertices per shape,
* pairs, etc.).
*/
public class Settings {
/** A "close to zero" float epsilon value for use */
public static final float EPSILON = 1.1920928955078125E-7f;
/** Pi. */
public static final float PI = (float) Math.PI;
// JBox2D specific settings
public static boolean FAST_ABS = true;
public static boolean FAST_FLOOR = true;
public static boolean FAST_CEIL = true;
public static boolean FAST_ROUND = true;
public static boolean FAST_ATAN2 = true;
public static boolean FAST_POW = true;
public static int CONTACT_STACK_INIT_SIZE = 10;
public static boolean SINCOS_LUT_ENABLED = true;
/**
* smaller the precision, the larger the table. If a small table is used (eg, precision is .006 or
* greater), make sure you set the table to lerp it's results. Accuracy chart is in the MathUtils
* source. Or, run the tests yourself in {@link SinCosTest}. Good lerp precision
* values:
*
* - .0092
* - .008201
* - .005904
* - .005204
* - .004305
* - .002807
* - .001508
* - 9.32500E-4
* - 7.48000E-4
* - 8.47000E-4
* - .0005095
* - .0001098
* - 9.50499E-5
* - 6.08500E-5
* - 3.07000E-5
* - 1.53999E-5
*
*/
public static final float SINCOS_LUT_PRECISION = .00011f;
public static final int SINCOS_LUT_LENGTH = (int) Math.ceil(Math.PI * 2 / SINCOS_LUT_PRECISION);
/**
* Use if the table's precision is large (eg .006 or greater). Although it is more expensive, it
* greatly increases accuracy. Look in the MathUtils source for some test results on the accuracy
* and speed of lerp vs non lerp. Or, run the tests yourself in {@link SinCosTest}.
*/
public static boolean SINCOS_LUT_LERP = false;
// Collision
/**
* The maximum number of contact points between two convex shapes.
*/
public static int maxManifoldPoints = 2;
/**
* The maximum number of vertices on a convex polygon.
*/
public static int maxPolygonVertices = 8;
/**
* 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.
*/
public static float aabbExtension = 0.1f;
/**
* 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.
*/
public static float aabbMultiplier = 2.0f;
/**
* A small length used as a collision and constraint tolerance. Usually it is chosen to be
* numerically significant, but visually insignificant.
*/
public static float linearSlop = 0.005f;
/**
* A small angle used as a collision and constraint tolerance. Usually it is chosen to be
* numerically significant, but visually insignificant.
*/
public static float angularSlop = (2.0f / 180.0f * PI);
/**
* 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.
*/
public static float polygonRadius = (2.0f * linearSlop);
/** Maximum number of sub-steps per contact in continuous physics simulation. */
public static int maxSubSteps = 8;
// Dynamics
/**
* Maximum number of contacts to be handled to solve a TOI island.
*/
public static int maxTOIContacts = 32;
/**
* A velocity threshold for elastic collisions. Any collision with a relative linear velocity
* below this threshold will be treated as inelastic.
*/
public static float velocityThreshold = 1.0f;
/**
* The maximum linear position correction used when solving constraints. This helps to prevent
* overshoot.
*/
public static float maxLinearCorrection = 0.2f;
/**
* The maximum angular position correction used when solving constraints. This helps to prevent
* overshoot.
*/
public static float maxAngularCorrection = (8.0f / 180.0f * PI);
/**
* 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 float maxTranslation = 2.0f;
public static float maxTranslationSquared = (maxTranslation * 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.
*/
public static float maxRotation = (0.5f * PI);
public static float maxRotationSquared = (maxRotation * 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.
*/
public static float baumgarte = 0.2f;
public static float toiBaugarte = 0.75f;
// Sleep
/**
* The time that a body must be still before it will go to sleep.
*/
public static float timeToSleep = 0.5f;
/**
* A body cannot sleep if its linear velocity is above this tolerance.
*/
public static float linearSleepTolerance = 0.01f;
/**
* A body cannot sleep if its angular velocity is above this tolerance.
*/
public static float angularSleepTolerance = (2.0f / 180.0f * PI);
// Particle
/**
* A symbolic constant that stands for particle allocation error.
*/
public static final int invalidParticleIndex = (-1);
/**
* The standard distance between particles, divided by the particle radius.
*/
public static final float particleStride = 0.75f;
/**
* The minimum particle weight that produces pressure.
*/
public static final float minParticleWeight = 1.0f;
/**
* The upper limit for particle weight used in pressure calculation.
*/
public static final float maxParticleWeight = 5.0f;
/**
* The maximum distance between particles in a triad, divided by the particle radius.
*/
public static final int maxTriadDistance = 2;
public static final int maxTriadDistanceSquared = (maxTriadDistance * maxTriadDistance);
/**
* The initial size of particle data buffers.
*/
public static final int minParticleBufferCapacity = 256;
/**
* Friction mixing law. Feel free to customize this. TODO djm: add customization
*
* @param friction1
* @param friction2
* @return
*/
public static float mixFriction(float friction1, float friction2) {
return MathUtils.sqrt(friction1 * friction2);
}
/**
* Restitution mixing law. Feel free to customize this. TODO djm: add customization
*
* @param restitution1
* @param restitution2
* @return
*/
public static float mixRestitution(float restitution1, float restitution2) {
return restitution1 > restitution2 ? restitution1 : restitution2;
}
}
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