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b2_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.
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b2_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.
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b2_A body cannot sleep if its angular velocity is above this tolerance.
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b2_A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
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b2_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.
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b2_A body cannot sleep if its linear velocity is above this tolerance.
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b2_A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
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b2_The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
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b2_The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
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b2_Number of manifold points in a b2Manifold. This should NEVER change.
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b2_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.
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b2_b2_maxRotation squared
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b2_Maximum number of contacts to be handled to solve a TOI island.
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b2_Maximum number of joints to be handled to solve a TOI island.
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b2_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.
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b2_b2_maxTranslation squared
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b2_3.141592653589793
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b2_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.
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b2_The time that a body must be still before it will go to sleep.
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b2_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.
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b2_A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
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USHRT_Maximum unsigned short value.
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VERSIONThe current version of Box2D.
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b2Static
b2Friction mixing law. Feel free to customize this.
Friction values are usually set between 0 and 1. (0 = no friction, 1 = high friction)
By default this is return Math.sqrt(friction1, friction2);
Friction 1 to mix.
Friction 2 to mix.
The two frictions mixed as one value.
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b2Restitution mixing law. Feel free to customize this. Restitution is used to make objects bounce.
Restitution values are usually set between 0 and 1. (0 = no bounce (inelastic), 1 = perfect bounce (perfectly elastic))
By default this is return Math.Max(restitution1, restitution2);
Restitution 1 to mix.
Restitution 2 to mix.
The two restitutions mixed as one value.
Controls Box2D global settings.