Box2D 2.4.1
A 2D physics engine for games
b2_common.h File Reference
#include "b2_settings.h"
#include <stddef.h>
#include <assert.h>
#include <float.h>

Go to the source code of this file.

Classes

struct  b2Version
 

Macros

#define b2DEBUG
 
#define B2_NOT_USED(x)   ((void)(x))
 
#define b2Assert(A)   assert(A)
 
#define b2_maxFloat   FLT_MAX
 
#define b2_epsilon   FLT_EPSILON
 
#define b2_pi   3.14159265359f
 
#define b2_maxManifoldPoints   2
 
#define b2_aabbExtension   (0.1f * b2_lengthUnitsPerMeter)
 
#define b2_aabbMultiplier   4.0f
 
#define b2_linearSlop   (0.005f * b2_lengthUnitsPerMeter)
 
#define b2_angularSlop   (2.0f / 180.0f * b2_pi)
 
#define b2_polygonRadius   (2.0f * b2_linearSlop)
 
#define b2_maxSubSteps   8
 Maximum number of sub-steps per contact in continuous physics simulation.
 
#define b2_maxTOIContacts   32
 Maximum number of contacts to be handled to solve a TOI impact.
 
#define b2_maxLinearCorrection   (0.2f * b2_lengthUnitsPerMeter)
 
#define b2_maxAngularCorrection   (8.0f / 180.0f * b2_pi)
 
#define b2_maxTranslation   (2.0f * b2_lengthUnitsPerMeter)
 
#define b2_maxTranslationSquared   (b2_maxTranslation * b2_maxTranslation)
 
#define b2_maxRotation   (0.5f * b2_pi)
 
#define b2_maxRotationSquared   (b2_maxRotation * b2_maxRotation)
 
#define b2_baumgarte   0.2f
 
#define b2_toiBaumgarte   0.75f
 
#define b2_timeToSleep   0.5f
 The time that a body must be still before it will go to sleep.
 
#define b2_linearSleepTolerance   (0.01f * b2_lengthUnitsPerMeter)
 A body cannot sleep if its linear velocity is above this tolerance.
 
#define b2_angularSleepTolerance   (2.0f / 180.0f * b2_pi)
 A body cannot sleep if its angular velocity is above this tolerance.
 

Functions

void b2OpenDump (const char *fileName)
 Dump to a file. Only one dump file allowed at a time.
 
void b2Dump (const char *string,...)
 
void b2CloseDump ()
 

Variables

B2_API b2Version b2_version
 Current version.
 

Detailed Description

Global tuning constants based on meters-kilograms-seconds (MKS) units.

Macro Definition Documentation

◆ b2_aabbExtension

#define b2_aabbExtension   (0.1f * b2_lengthUnitsPerMeter)

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.

◆ b2_aabbMultiplier

#define b2_aabbMultiplier   4.0f

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.

◆ b2_angularSlop

#define b2_angularSlop   (2.0f / 180.0f * b2_pi)

A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.

◆ b2_baumgarte

#define b2_baumgarte   0.2f

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.

◆ b2_linearSlop

#define b2_linearSlop   (0.005f * b2_lengthUnitsPerMeter)

A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. In meters.

◆ b2_maxAngularCorrection

#define b2_maxAngularCorrection   (8.0f / 180.0f * b2_pi)

The maximum angular position correction used when solving constraints. This helps to prevent overshoot.

◆ b2_maxLinearCorrection

#define b2_maxLinearCorrection   (0.2f * b2_lengthUnitsPerMeter)

The maximum linear position correction used when solving constraints. This helps to prevent overshoot. Meters.

◆ b2_maxManifoldPoints

#define b2_maxManifoldPoints   2

The maximum number of contact points between two convex shapes. Do not change this value.

◆ b2_maxRotation

#define b2_maxRotation   (0.5f * b2_pi)

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.

◆ b2_maxTranslation

#define b2_maxTranslation   (2.0f * b2_lengthUnitsPerMeter)

The maximum linear translation of a body per step. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this. Meters.

◆ b2_polygonRadius

#define b2_polygonRadius   (2.0f * b2_linearSlop)

The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have an insufficient buffer for continuous collision. Making it larger may create artifacts for vertex collision.