Show / Hide Table of Contents

    Class Common

    public static class Common
    Namespace Engine4.Physics
    Inheritance
    System.Object
    Common

    Fields

    ALLOW_SLEEP

    Enables or disables rigid body sleeping. It's an important optimization on every physics engine. It's recommended to leave this on.

    public const bool ALLOW_SLEEP = true

    BAUMGARTE

    How fast the collision must be resolved? (Default is 0.2)

    public const float BAUMGARTE = 0.2F

    ENABLE_FRICTION

    When two objects lay on each other should the simulator simulate friction? It's recommended to leave this on.

    public const bool ENABLE_FRICTION = true

    GRAVITY

    Default gravity for all simulations. This parameter can be dynamically adjusted.

    public static Vector4 GRAVITY

    ITERATIONS

    Constant collision solving iteration. Higher values are more realistic, yet more expensive. Default is 15, can be put between 5 to 20

    public const int ITERATIONS = 15

    MAX_DT

    Maximum allowed delta time. This prevents objects bypassing each other because of too large delta time. (Default is 0.02)

    public const float MAX_DT = 0.02F

    MULTICONTACT_COUNT

    Constant maximum multi contact count. Don't change.

    public const int MULTICONTACT_COUNT = 16

    PENETRATION_SLOP

    Offset of allowed contact depth before kicked out by the solver. Allow very small number to avoid jitter. (Default is 0.05)

    public const float PENETRATION_SLOP = 0.02F

    SIM_RANGE

    Simulation range helps to avoid wasted time computation of computing Objects that out of range (e.g. object keeps falling down). The object is deactivated once becomes so.

    public static readonly Bounds4 SIM_RANGE

    SLEEP_ANGULAR

    Maximum allowed angular velocity that makes a rigidbody sleeps (Default is 2 deg)

    public const float SLEEP_ANGULAR = 0.0349065848F

    SLEEP_LINEAR

    Maximum allowed linear velocity that makes a rigidbody sleeps (Default is 0.01)

    public const float SLEEP_LINEAR = 0.01F

    SLEEP_TIME

    Simulator don't make rigidbody sleeps instantly. They have a chance by given time to awake by itself. (Default is 0.5)

    public const float SLEEP_TIME = 0.5F

    Methods

    MixFriction(Shape, Shape)

    Friction (slide) mixing. Default is average

    public static float MixFriction(Shape A, Shape B)

    MixRestitution(Shape, Shape)

    Restitution (bounce) mixing. Default is max

    public static float MixRestitution(Shape A, Shape B)
    ▲ Copyright © 2017 Wello Soft