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distrib > Mageia > 7 > armv7hl > media > core-release > by-pkgid > deebb45492ddfb87b1d0b33e0be8a2b3 > files > 105

libbox2d-devel-2.3.1-3.mga7.armv7hl.rpm

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   &#160;<span id="projectnumber">2.3.0</span>
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<div class="textblock"><code>#include &lt;stddef.h&gt;</code><br />
<code>#include &lt;assert.h&gt;</code><br />
<code>#include &lt;float.h&gt;</code><br />
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#define&#160;</td><td class="memItemRight" valign="bottom"><b>b2_maxRotationSquared</b>&#160;&#160;&#160;(<a class="el" href="b2_settings_8h.html#a5808c5f1e946205d8f7458101ccc698e">b2_maxRotation</a> * <a class="el" href="b2_settings_8h.html#a5808c5f1e946205d8f7458101ccc698e">b2_maxRotation</a>)</td></tr>
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#define&#160;</td><td class="memItemRight" valign="bottom"><b>b2_toiBaugarte</b>&#160;&#160;&#160;0.75f</td></tr>
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#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="b2_settings_8h.html#ab021adb740e4a5e1f5f7d9913ed94781">b2_timeToSleep</a>&#160;&#160;&#160;0.5f</td></tr>
<tr class="memdesc:ab021adb740e4a5e1f5f7d9913ed94781"><td class="mdescLeft">&#160;</td><td class="mdescRight">The time that a body must be still before it will go to sleep. <br /></td></tr>
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Functions</h2></td></tr>
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void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="b2_settings_8h.html#a2dca9b286e9b9d6d022055fd61534bd7">b2Alloc</a> (int32 size)</td></tr>
<tr class="memdesc:a2dca9b286e9b9d6d022055fd61534bd7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Implement this function to use your own memory allocator. <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="b2_settings_8h.html#a50f4abf5edeabd0300946edbd542e24d">b2Free</a> (void *mem)</td></tr>
<tr class="memdesc:a50f4abf5edeabd0300946edbd542e24d"><td class="mdescLeft">&#160;</td><td class="mdescRight">If you implement b2Alloc, you should also implement this function. <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="b2_settings_8h.html#a9f10095d05c74eebfe535931c9061ab2">b2Log</a> (const char *string,...)</td></tr>
<tr class="memdesc:a9f10095d05c74eebfe535931c9061ab2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Logging function. <br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="var-members"></a>
Variables</h2></td></tr>
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<a class="el" href="structb2_version.html">b2Version</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="b2_settings_8h.html#a3a20e3b6a8b05633d911fea031f7a44f">b2_version</a></td></tr>
<tr class="memdesc:a3a20e3b6a8b05633d911fea031f7a44f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current version. <br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Global tuning constants based on meters-kilograms-seconds (MKS) units. </p>
</div><h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#adb86e231496fdd6ac7795ce58d40c870">&#9670;&nbsp;</a></span>b2_aabbExtension</h2>

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          <td class="memname">#define b2_aabbExtension&#160;&#160;&#160;0.1f</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7d1bd1594f20601d4079bccbd0a6a03c">&#9670;&nbsp;</a></span>b2_aabbMultiplier</h2>

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          <td class="memname">#define b2_aabbMultiplier&#160;&#160;&#160;2.0f</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a67810fb101bb7a7e0b3afc14845383ee">&#9670;&nbsp;</a></span>b2_angularSlop</h2>

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          <td class="memname">#define b2_angularSlop&#160;&#160;&#160;(2.0f / 180.0f * b2_pi)</td>
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<p>A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a88e32539e0f9e69e3832e1321eba3caa">&#9670;&nbsp;</a></span>b2_baumgarte</h2>

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          <td class="memname">#define b2_baumgarte&#160;&#160;&#160;0.2f</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a57268ade379c5c3373d0ff558b0350cf">&#9670;&nbsp;</a></span>b2_linearSlop</h2>

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          <td class="memname">#define b2_linearSlop&#160;&#160;&#160;0.005f</td>
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<p>A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a823e4f9a6fa4b9de3c97da696571400a">&#9670;&nbsp;</a></span>b2_maxAngularCorrection</h2>

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          <td class="memname">#define b2_maxAngularCorrection&#160;&#160;&#160;(8.0f / 180.0f * b2_pi)</td>
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<p>The maximum angular position correction used when solving constraints. This helps to prevent overshoot. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a23ab70e4809f5ee23abcd52018d5eb88">&#9670;&nbsp;</a></span>b2_maxLinearCorrection</h2>

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          <td class="memname">#define b2_maxLinearCorrection&#160;&#160;&#160;0.2f</td>
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<p>The maximum linear position correction used when solving constraints. This helps to prevent overshoot. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aa5f44cc9edf711433dea2b2ec94f3c42">&#9670;&nbsp;</a></span>b2_maxManifoldPoints</h2>

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          <td class="memname">#define b2_maxManifoldPoints&#160;&#160;&#160;2</td>
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<p>The maximum number of contact points between two convex shapes. Do not change this value. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a09d71ee1993bee28b5b2e6d893b41884">&#9670;&nbsp;</a></span>b2_maxPolygonVertices</h2>

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          <td class="memname">#define b2_maxPolygonVertices&#160;&#160;&#160;8</td>
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<p>The maximum number of vertices on a convex polygon. You cannot increase this too much because <a class="el" href="classb2_block_allocator.html">b2BlockAllocator</a> has a maximum object size. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a5808c5f1e946205d8f7458101ccc698e">&#9670;&nbsp;</a></span>b2_maxRotation</h2>

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          <td class="memname">#define b2_maxRotation&#160;&#160;&#160;(0.5f * b2_pi)</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#af2bad257bfbafed3665df3e243ba2b52">&#9670;&nbsp;</a></span>b2_maxTranslation</h2>

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          <td class="memname">#define b2_maxTranslation&#160;&#160;&#160;2.0f</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#afc0f934dabffb1e83e081249133ad860">&#9670;&nbsp;</a></span>b2_polygonRadius</h2>

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          <td class="memname">#define b2_polygonRadius&#160;&#160;&#160;(2.0f * b2_linearSlop)</td>
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<p>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. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a690b448aa2dba2a1393781f8c059c22a">&#9670;&nbsp;</a></span>b2_velocityThreshold</h2>

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          <td class="memname">#define b2_velocityThreshold&#160;&#160;&#160;1.0f</td>
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<p>A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic. </p>

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