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Settings

Declaration

public static class tainicom.Aether.Physics2D.Settings

Fields

MaxFloat static

float MaxFloat = 3.4028235E+38

Epsilon static

float Epsilon = 1.1920929E-07

EnableDiagnostics static

Enabling diagnistics causes the engine to gather timing information. You can see how much time it took to solve the contacts, solve CCD and update the controllers. NOTE: If you are using a debug view that shows performance counters, you might want to enable this.

bool EnableDiagnostics = true

VelocityIterations static

The number of velocity iterations used in the solver.

int VelocityIterations

PositionIterations static

The number of position iterations used in the solver.

int PositionIterations

ContinuousPhysics static

Enable/Disable Continuous Collision Detection (CCD)

bool ContinuousPhysics

UseConvexHullPolygons static

If true, it will run a GiftWrap convex hull on all polygon inputs. This makes for a more stable engine when given random input, but if speed of the creation of polygons are more important, you might want to set this to false.

bool UseConvexHullPolygons

TOIVelocityIterations static

The number of velocity iterations in the TOI solver

int TOIVelocityIterations

TOIPositionIterations static

The number of position iterations in the TOI solver

int TOIPositionIterations

MaxSubSteps static

Maximum number of sub-steps per contact in continuous physics simulation.

int MaxSubSteps = 8

AllowSleep static

Enable/Disable sleeping

bool AllowSleep

MaxPolygonVertices static

The maximum number of vertices on a convex polygon.

int MaxPolygonVertices

MaxManifoldPoints static

The maximum number of contact points between two convex shapes. DO NOT CHANGE THIS VALUE!

int MaxManifoldPoints = 2

AABBExtension static

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.

float AABBExtension = 0.1

AABBMultiplier static

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.

float AABBMultiplier = 2

LinearSlop static

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

float LinearSlop = 0.005

AngularSlop static

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

float AngularSlop = 0.03490659

PolygonRadius static

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.

float PolygonRadius = 0.01

MaxTOIContacts static

Maximum number of contacts to be handled to solve a TOI impact.

int MaxTOIContacts = 32

VelocityThreshold static

A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.

float VelocityThreshold = 1

MaxLinearCorrection static

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

float MaxLinearCorrection = 0.2

MaxAngularCorrection static

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

float MaxAngularCorrection = 0.13962635

Baumgarte static

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.

float Baumgarte = 0.2

TimeToSleep static

The time that a body must be still before it will go to sleep.

float TimeToSleep = 0.5

LinearSleepTolerance static

A body cannot sleep if its linear velocity is above this tolerance.

float LinearSleepTolerance = 0.01

AngularSleepTolerance static

A body cannot sleep if its angular velocity is above this tolerance.

float AngularSleepTolerance = 0.03490659

MaxTranslation static

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.

float MaxTranslation = 2

MaxTranslationSquared static

float MaxTranslationSquared = 4

MaxRotation static

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.

float MaxRotation = 1.5707964

MaxRotationSquared static

float MaxRotationSquared = 2.4674013

MaxGJKIterations static

Defines the maximum number of iterations made by the GJK algorithm.

int MaxGJKIterations = 20

AutoClearForces static

By default, forces are cleared automatically after each call to Step. The default behavior is modified with this setting. The purpose of this setting is to support sub-stepping. Sub-stepping is often used to maintain a fixed sized time step under a variable frame-rate. When you perform sub-stepping you should disable auto clearing of forces and instead call ClearForces after all sub-steps are complete in one pass of your game loop.

bool AutoClearForces = true

Methods

MixFriction static

Friction mixing law. Feel free to customize this.

float MixFriction(float friction1, float friction2)

Parameters:

Name Type Description
friction1 System.Single The friction1.
friction2 System.Single The friction2.

MixRestitution static

Restitution mixing law. Feel free to customize this.

float MixRestitution(float restitution1, float restitution2)

Parameters:

Name Type Description
restitution1 System.Single The restitution1.
restitution2 System.Single The restitution2.