| Box2D 2.4.1
    A 2D physics engine for games | 
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. | |
Global tuning constants based on meters-kilograms-seconds (MKS) units.
| #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.
| #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.
| #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.
| #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.
| #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.
| #define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi) | 
The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
| #define b2_maxLinearCorrection (0.2f * b2_lengthUnitsPerMeter) | 
The maximum linear position correction used when solving constraints. This helps to prevent overshoot. Meters.
| #define b2_maxManifoldPoints 2 | 
The maximum number of contact points between two convex shapes. Do not change this value.
| #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.
| #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.
| #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.