Click or drag to resize

Settings Fields

The Settings type exposes the following members.

Fields
 NameDescription
Public fieldStatic memberAABBExtension 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.
Public fieldStatic memberAABBMultiplier 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.
Public fieldStatic memberAllowSleep Enable/Disable sleeping
Public fieldStatic memberAngularSleepTolerance A body cannot sleep if its angular velocity is above this tolerance.
Public fieldStatic memberAngularSlop A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
Public fieldStatic memberAutoClearForces 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.
Public fieldStatic memberBaumgarte 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.
Public fieldStatic memberContinuousPhysics Enable/Disable Continuous Collision Detection (CCD)
Public fieldStatic memberEnableDiagnostics 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.
Public fieldStatic memberEpsilon 
Public fieldStatic memberLinearSleepTolerance A body cannot sleep if its linear velocity is above this tolerance.
Public fieldStatic memberLinearSlop A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
Public fieldStatic memberMaxAngularCorrection The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
Public fieldStatic memberMaxFloat 
Public fieldStatic memberMaxGJKIterations Defines the maximum number of iterations made by the GJK algorithm.
Public fieldStatic memberMaxLinearCorrection The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
Public fieldStatic memberMaxManifoldPoints The maximum number of contact points between two convex shapes. DO NOT CHANGE THIS VALUE!
Public fieldStatic memberMaxPolygonVertices The maximum number of vertices on a convex polygon.
Public fieldStatic memberMaxRotation 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.
Public fieldStatic memberMaxRotationSquared 
Public fieldStatic memberMaxSubSteps Maximum number of sub-steps per contact in continuous physics simulation.
Public fieldStatic memberMaxTOIContacts Maximum number of contacts to be handled to solve a TOI impact.
Public fieldStatic memberMaxTranslation 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.
Public fieldStatic memberMaxTranslationSquared 
Public fieldStatic memberPolygonRadius 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.
Public fieldStatic memberPositionIterations The number of position iterations used in the solver.
Public fieldStatic memberTimeToSleep The time that a body must be still before it will go to sleep.
Public fieldStatic memberTOIPositionIterations The number of position iterations in the TOI solver
Public fieldStatic memberTOIVelocityIterations The number of velocity iterations in the TOI solver
Public fieldStatic memberUseConvexHullPolygons 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.
Public fieldStatic memberVelocityIterations The number of velocity iterations used in the solver.
Public fieldStatic memberVelocityThreshold A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
Top
See Also