1. Bill Meltsner
  2. love-ios

Commits

Bart van Strien  committed 6a3ad71

Enola Gay delivers again

  • Participants
  • Parent commits 7ba2ce9
  • Branches default

Comments (0)

Files changed (1)

File src/modules/physics/box2d/Source/Common/b2Settings.h

-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
-*
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 1. The origin of this software must not be misrepresented; you must not
-* claim that you wrote the original software. If you use this software
-* in a product, an acknowledgment in the product documentation would be
-* appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-* misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef B2_SETTINGS_H
-#define B2_SETTINGS_H
-
-//#include <assert.h>
-#include <common/Exception.h>
-#include <cmath>
-
-#define B2_NOT_USED(x) x
-//#define b2Assert(A) assert(A)
-#define b2Assert(A) {if(!(A)) throw love::Exception(1, #A);}
-
-
-// need to include NDS jtypes.h instead of
-// usual typedefs because NDS jtypes defines
-// them slightly differently, oh well.
-#ifdef TARGET_IS_NDS
-
-#include "jtypes.h"
-
-#else
-
-typedef signed char	int8;
-typedef signed short int16;
-typedef signed int int32;
-typedef unsigned char uint8;
-typedef unsigned short uint16;
-typedef unsigned int uint32;
-
-#endif
-
-#ifdef	TARGET_FLOAT32_IS_FIXED
-
-#include "Fixed.h"
-
-typedef Fixed float32;
-#define	B2_FLT_MAX	FIXED_MAX
-#define	B2_FLT_EPSILON	FIXED_EPSILON
-#define	B2FORCE_SCALE(x)	((x)<<7)
-#define	B2FORCE_INV_SCALE(x)	((x)>>7)
-
-#else
-
-typedef float float32;
-#define	B2_FLT_MAX	FLT_MAX
-#define	B2_FLT_EPSILON	FLT_EPSILON
-#define	B2FORCE_SCALE(x)	(x)
-#define	B2FORCE_INV_SCALE(x)	(x)
-
-#endif
-
-const float32 b2_pi = 3.14159265359f;
-
-/// @file
-/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
-///
-
-// Collision
-const int32 b2_maxManifoldPoints = 2;
-const int32 b2_maxPolygonVertices = 8;
-const int32 b2_maxProxies = 2048;				// this must be a power of two
-const int32 b2_maxPairs = 8 * b2_maxProxies;	// this must be a power of two
-
-// Dynamics
-
-/// A small length used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-const float32 b2_linearSlop = 0.005f;	// 0.5 cm
-
-/// A small angle used as a collision and constraint tolerance. Usually it is
-/// chosen to be numerically significant, but visually insignificant.
-const float32 b2_angularSlop = 2.0f / 180.0f * b2_pi;			// 2 degrees
-
-/// 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.
-const float32 b2_toiSlop = 8.0f * b2_linearSlop;
-
-/// Maximum number of contacts to be handled to solve a TOI island.
-const int32 b2_maxTOIContactsPerIsland = 32;
-
-/// A velocity threshold for elastic collisions. Any collision with a relative linear
-/// velocity below this threshold will be treated as inelastic.
-const float32 b2_velocityThreshold = 1.0f;		// 1 m/s
-
-/// The maximum linear position correction used when solving constraints. This helps to
-/// prevent overshoot.
-const float32 b2_maxLinearCorrection = 0.2f;	// 20 cm
-
-/// The maximum angular position correction used when solving constraints. This helps to
-/// prevent overshoot.
-const float32 b2_maxAngularCorrection = 8.0f / 180.0f * b2_pi;			// 8 degrees
-
-/// 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.
-#ifdef TARGET_FLOAT32_IS_FIXED
-const float32 b2_maxLinearVelocity = 100.0f;
-#else
-const float32 b2_maxLinearVelocity = 200.0f;
-const float32 b2_maxLinearVelocitySquared = b2_maxLinearVelocity * b2_maxLinearVelocity;
-#endif
-
-/// 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.
-const float32 b2_maxAngularVelocity = 250.0f;
-#ifndef TARGET_FLOAT32_IS_FIXED
-const float32 b2_maxAngularVelocitySquared = b2_maxAngularVelocity * b2_maxAngularVelocity;
-#endif
-
-/// 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.
-const float32 b2_contactBaumgarte = 0.2f;
-
-// Sleep
-
-/// The time that a body must be still before it will go to sleep.
-const float32 b2_timeToSleep = 0.5f;									// half a second
-
-/// A body cannot sleep if its linear velocity is above this tolerance.
-const float32 b2_linearSleepTolerance = 0.01f;		// 1 cm/s
-
-/// A body cannot sleep if its angular velocity is above this tolerance.
-const float32 b2_angularSleepTolerance = 2.0f / 180.0f;		// 2 degrees/s
-
-// Memory Allocation
-
-/// The current number of bytes allocated through b2Alloc.
-extern int32 b2_byteCount;
-
-/// Implement this function to use your own memory allocator.
-void* b2Alloc(int32 size);
-
-/// If you implement b2Alloc, you should also implement this function.
-void b2Free(void* mem);
-
-/// Version numbering scheme.
-/// See http://en.wikipedia.org/wiki/Software_versioning
-struct b2Version
-{
-	int32 major;		///< significant changes
-	int32 minor;		///< incremental changes
-	int32 revision;		///< bug fixes
-};
-
-/// Current version.
-extern b2Version b2_version;
-
-/// Friction mixing law. Feel free to customize this.
-inline float32 b2MixFriction(float32 friction1, float32 friction2)
-{
-	return sqrtf(friction1 * friction2);
-}
-
-/// Restitution mixing law. Feel free to customize this.
-inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
-{
-	return restitution1 > restitution2 ? restitution1 : restitution2;
-}
-
-#endif