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#javascript-physics-js-box2d-common-b2Settings.js / js



  /*
  * Copyright (c) 2006-2007 Erin Catto 
* 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, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

var b2Settings = Class.create();
b2Settings.prototype = {

        // Define your unit system here. The default system is
        // meters-kilograms-seconds. For the tuning to work well,
        // your dynamic objects should be bigger than a pebble and smaller
        // than a house.
        //static public const b2Settings.b2_lengthUnitsPerMeter = 1.0;

        // Use this for pixels:

        // Global tuning constants based on MKS units.

        // Collision

        // Dynamics

        // Sleep

        // assert

        initialize: function() {}}
b2Settings.USHRT_MAX = 0x0000ffff;
b2Settings.b2_pi = Math.PI;
b2Settings.b2_massUnitsPerKilogram = 1.0;
b2Settings.b2_timeUnitsPerSecond = 1.0;
b2Settings.b2_lengthUnitsPerMeter = 30.0;
b2Settings.b2_maxManifoldPoints = 2;
b2Settings.b2_maxShapesPerBody = 64;
b2Settings.b2_maxPolyVertices = 8;
b2Settings.b2_maxProxies = 1024;
b2Settings.b2_maxPairs = 8 * b2Settings.b2_maxProxies;
b2Settings.b2_linearSlop = 0.005 * b2Settings.b2_lengthUnitsPerMeter;
b2Settings.b2_angularSlop = 2.0 / 180.0 * b2Settings.b2_pi;
b2Settings.b2_velocityThreshold = 1.0 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
b2Settings.b2_maxLinearCorrection = 0.2 * b2Settings.b2_lengthUnitsPerMeter;
b2Settings.b2_maxAngularCorrection = 8.0 / 180.0 * b2Settings.b2_pi;
b2Settings.b2_contactBaumgarte = 0.2;
b2Settings.b2_timeToSleep = 0.5 * b2Settings.b2_timeUnitsPerSecond;
b2Settings.b2_linearSleepTolerance = 0.01 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
b2Settings.b2_angularSleepTolerance = 2.0 / 180.0 / b2Settings.b2_timeUnitsPerSecond;
b2Settings.b2Assert = function(a)
        {
                if (!a){
                        var nullVec;
                        nullVec.x++;
                }
        };



  *
  * 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, and must not be
  * misrepresented the original software.
  * 3. This notice may not be removed or altered from any source distribution.
  */
  
  var b2Settings = Class.create();
  b2Settings.prototype = {
  
          // Define your unit system here. The default system is
          // meters-kilograms-seconds. For the tuning to work well,
          // your dynamic objects should be bigger than a pebble and smaller
          // than a house.
          //static public const b2Settings.b2_lengthUnitsPerMeter = 1.0;
  
          // Use this for pixels:
  
          // Global tuning constants based on MKS units.
  
          // Collision
  
          // Dynamics
  
          // Sleep
  
          // assert
  
          initialize: function() {}}
  b2Settings.USHRT_MAX = 0x0000ffff;
  b2Settings.b2_pi = Math.PI;
  b2Settings.b2_massUnitsPerKilogram = 1.0;
  b2Settings.b2_timeUnitsPerSecond = 1.0;
  b2Settings.b2_lengthUnitsPerMeter = 30.0;
  b2Settings.b2_maxManifoldPoints = 2;
  b2Settings.b2_maxShapesPerBody = 64;
  b2Settings.b2_maxPolyVertices = 8;
  b2Settings.b2_maxProxies = 1024;
  b2Settings.b2_maxPairs = 8 * b2Settings.b2_maxProxies;
  b2Settings.b2_linearSlop = 0.005 * b2Settings.b2_lengthUnitsPerMeter;
  b2Settings.b2_angularSlop = 2.0 / 180.0 * b2Settings.b2_pi;
  b2Settings.b2_velocityThreshold = 1.0 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
  b2Settings.b2_maxLinearCorrection = 0.2 * b2Settings.b2_lengthUnitsPerMeter;
  b2Settings.b2_maxAngularCorrection = 8.0 / 180.0 * b2Settings.b2_pi;
  b2Settings.b2_contactBaumgarte = 0.2;
  b2Settings.b2_timeToSleep = 0.5 * b2Settings.b2_timeUnitsPerSecond;
  b2Settings.b2_linearSleepTolerance = 0.01 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
  b2Settings.b2_angularSleepTolerance = 2.0 / 180.0 / b2Settings.b2_timeUnitsPerSecond;
  b2Settings.b2Assert = function(a)
          {
                  if (!a){
                          var nullVec;
                          nullVec.x++;
                  }
          };
  


(C) Æliens 20/2/2008

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.