| Box2D 2.2.1 A 2D Physics Engine for Games

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b2Settings.h File Reference
`#include <cassert>`
`#include <cmath>`

Go to the source code of this file.

## Classes

struct | b2Version

## Defines

#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_maxPolygonVertices 8
#define | b2_aabbExtension 0.1f
#define | b2_aabbMultiplier 2.0f
#define | b2_linearSlop 0.005f
#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_velocityThreshold 1.0f
#define | b2_maxLinearCorrection 0.2f
#define | b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
#define | b2_maxTranslation 2.0f
#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_toiBaugarte 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
| 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.

## Typedefs

typedef signed char | int8
typedef signed short | int16
typedef signed int | int32
typedef unsigned char | uint8
typedef unsigned short | uint16
typedef unsigned int | uint32
typedef float | float32
typedef double | float64

## Functions

void * | b2Alloc (int32 size)
| Implement this function to use your own memory allocator.
void | b2Free (void *mem)
| If you implement b2Alloc, you should also implement this function.
void | b2Log (const char *string,...)
| Logging function.

## Variables

b2Version | b2_version
| Current version.

## Detailed Description

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

## Define Documentation

#define b2_aabbExtension 0.1f

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 2.0f

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

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

#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

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

#define b2_maxManifoldPoints 2

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

#define b2_maxPolygonVertices 8

The maximum number of vertices on a convex polygon. You cannot increase this too much because b2BlockAllocator has a maximum object size.

#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

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.

#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.

#define b2_velocityThreshold 1.0f

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

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