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* Update B2DynamicTree * API updates * weh * forcing it * Fix all of the bugs * Rebuild * A crumb of danger * Fix merge conflicts
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using System;
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namespace Robust.Shared.Physics
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{
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public static class PhysicsConstants
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{
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public const int LengthUnitsPerMetre = 1;
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// Used to detect bad values. Positions greater than about 16km will have precision
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// problems, so 100km as a limit should be fine in all cases.
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public const float Huge = (100000.0f * LengthUnitsPerMetre);
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/// <summary>
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/// The radius of the polygon/edge shape skin. This should not be modified. Making
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/// this smaller means polygons will have an insufficient buffer for continuous collision.
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/// Making it larger may create artifacts for vertex collision.
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/// </summary>
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/// <remarks>
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/// Default is set to be 2 x linearslop.
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/// </remarks>
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public const float PolygonRadius = 2 * LinearSlop;
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/// <summary>
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/// Minimum buffer distance for positions.
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/// </summary>
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public const float LinearSlop = 0.005f;
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/// <summary>
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/// Minimum buffer distance for angles.
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/// </summary>
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public const float AngularSlop = 2.0f / 180.0f * MathF.PI;
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public const byte MaxPolygonVertices = 8;
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public const float DefaultContactFriction = 0.4f;
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public const float DefaultRestitution = 0f;
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public const float DefaultDensity = 1f;
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}
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}
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