Method | Defined by | ||
---|---|---|---|
b2Assert(a:Boolean):void
[static]
assert
| b2Settings |
Constant | Defined by | ||
---|---|---|---|
b2_angularSleepTolerance : Number = 0.011111111111111112 [static]
A body cannot sleep if its angular velocity is above this tolerance.
| b2Settings | ||
b2_angularSlop : Number [static]
A small angle used as a collision and constraint tolerance.
| b2Settings | ||
b2_contactBaumgarte : Number = 0.2 [static]
This scale factor controls how fast overlap is resolved.
| b2Settings | ||
b2_linearSleepTolerance : Number = 0.01 [static]
A body cannot sleep if its linear velocity is above this tolerance.
| b2Settings | ||
b2_linearSlop : Number = 0.005 [static]
A small length used as a collision and constraint tolerance.
| b2Settings | ||
b2_maxAngularCorrection : Number [static]
The maximum angular position correction used when solving constraints.
| b2Settings | ||
b2_maxAngularVelocity : Number = 250.0 [static]
The maximum angular velocity of a body.
| b2Settings | ||
b2_maxAngularVelocitySquared : Number = 62500.0 [static]
| b2Settings | ||
b2_maxLinearCorrection : Number = 0.2 [static]
The maximum linear position correction used when solving constraints.
| b2Settings | ||
b2_maxLinearVelocity : Number = 200.0 [static]
The maximum linear velocity of a body.
| b2Settings | ||
b2_maxLinearVelocitySquared : Number = 40000.0 [static]
| b2Settings | ||
b2_maxManifoldPoints : int = 2 [static]
Collision
| b2Settings | ||
b2_maxPairs : int = 4096.0 [static]
this must be a power of two
| b2Settings | ||
b2_maxPolygonVertices : int = 8 [static]
| b2Settings | ||
b2_maxProxies : int = 512 [static]
this must be a power of two
| b2Settings | ||
b2_maxTOIContactsPerIsland : int = 32 [static]
Maximum number of contacts to be handled to solve a TOI island.
| b2Settings | ||
b2_pi : Number = 3.141592653589793 [static]
| b2Settings | ||
b2_timeToSleep : Number = 0.5 [static]
The time that a body must be still before it will go to sleep.
| b2Settings | ||
b2_toiSlop : Number = 0.04 [static]
Continuous collision detection (CCD) works with core, shrunken shapes.
| b2Settings | ||
b2_velocityThreshold : Number = 1.0 [static]
A velocity threshold for elastic collisions.
| b2Settings | ||
USHRT_MAX : int = 0x0000ffff [static]
| b2Settings |
b2Assert | () | method |
public static function b2Assert(a:Boolean):void
assert
Parametersa:Boolean |
b2_angularSleepTolerance | constant |
public static const b2_angularSleepTolerance:Number = 0.011111111111111112
A body cannot sleep if its angular velocity is above this tolerance. 2 degrees/s
b2_angularSlop | constant |
public static const b2_angularSlop:Number
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
b2_contactBaumgarte | constant |
public static const b2_contactBaumgarte:Number = 0.2
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_linearSleepTolerance | constant |
public static const b2_linearSleepTolerance:Number = 0.01
A body cannot sleep if its linear velocity is above this tolerance. 1 cm/s
b2_linearSlop | constant |
public static const b2_linearSlop:Number = 0.005
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
b2_maxAngularCorrection | constant |
public static const b2_maxAngularCorrection:Number
The maximum angular position correction used when solving constraints. This helps to prevent overshoot. 8 degrees
b2_maxAngularVelocity | constant |
public static const b2_maxAngularVelocity:Number = 250.0
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_maxAngularVelocitySquared | constant |
public static const b2_maxAngularVelocitySquared:Number = 62500.0
b2_maxLinearCorrection | constant |
public static const b2_maxLinearCorrection:Number = 0.2
The maximum linear position correction used when solving constraints. This helps to prevent overshoot.20 cm
b2_maxLinearVelocity | constant |
public static const b2_maxLinearVelocity:Number = 200.0
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.
b2_maxLinearVelocitySquared | constant |
public static const b2_maxLinearVelocitySquared:Number = 40000.0
b2_maxManifoldPoints | constant |
public static const b2_maxManifoldPoints:int = 2
Collision
b2_maxPairs | constant |
public static const b2_maxPairs:int = 4096.0
this must be a power of two
b2_maxPolygonVertices | constant |
public static const b2_maxPolygonVertices:int = 8
b2_maxProxies | constant |
public static const b2_maxProxies:int = 512
this must be a power of two
b2_maxTOIContactsPerIsland | constant |
public static const b2_maxTOIContactsPerIsland:int = 32
Maximum number of contacts to be handled to solve a TOI island.
b2_pi | constant |
public static const b2_pi:Number = 3.141592653589793
b2_timeToSleep | constant |
public static const b2_timeToSleep:Number = 0.5
The time that a body must be still before it will go to sleep. half a second
b2_toiSlop | constant |
public static const b2_toiSlop:Number = 0.04
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.
b2_velocityThreshold | constant |
public static const b2_velocityThreshold:Number = 1.0
A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.1 m/s
USHRT_MAX | constant |
public static const USHRT_MAX:int = 0x0000ffff