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HughPH.Box2D
Organised dotnet bindings for Box2D 3.1.1
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World definition used to create a simulation world. More...
Public Member Functions | |
| WorldDef () | |
| Creates a world definition with the default values. | |
| WorldDef (Vec2 gravity, float restitutionThreshold=0.0f, float hitEventThreshold=0.0f, float contactHertz=0.0f, float contactDampingRatio=0.0f, float maxContactPushSpeed=0.0f, float maximumLinearSpeed=0.0f, bool enableSleep=true, bool enableContinuous=true, object? userData=null, FrictionCallback? frictionCallback=null, RestitutionCallback? restitutionCallback=null, EnqueueTaskCallback? enqueueTask=null, FinishTaskCallback? finishTask=null, object? userTaskContext=null, bool enableParallelEvents=false) | |
| Construct a new world definition with the supplied values. | |
Public Attributes | |
| bool | EnableParallelEvents |
| Enable parallel processing of World events - e.g. BodyMoveEvents, ContactEvents, SensorEvents. | |
Properties | |
| static WorldDef | Default [get] |
| Creates a world definition with the default values. | |
| ref Vec2 | Gravity [get] |
| Gravity vector. Box2D has no up-vector defined. | |
| ref float | RestitutionThreshold [get] |
| Restitution speed threshold, usually in m/s. Collisions above this speed have restitution applied (will bounce). | |
| ref float | HitEventThreshold [get] |
| Threshold speed for hit events. Usually meters per second. | |
| ref float | ContactHertz [get] |
| Contact stiffness. Cycles per second. Increasing this increases the speed of overlap recovery, but can introduce jitter. | |
| ref float | ContactDampingRatio [get] |
| Contact bounciness. Non-dimensional. You can speed up overlap recovery by decreasing this with the trade-off that overlap resolution becomes more energetic. | |
| ref float | MaxContactPushSpeed [get] |
| This parameter controls how fast overlap is resolved and usually has units of meters per second. This only puts a cap on the resolution speed. The resolution speed is increased by increasing the hertz and/or decreasing the damping ratio. | |
| ref float | MaximumLinearSpeed [get] |
| Maximum linear speed. Usually meters per second. | |
| ref FrictionCallback | FrictionCallback [get] |
| Optional mixing callback for friction. The default uses sqrt(frictionA * frictionB). | |
| ref RestitutionCallback | RestitutionCallback [get] |
| Optional mixing callback for restitution. The default uses max(restitutionA, restitutionB). | |
| bool | EnableSleep [get, set] |
| Can bodies go to sleep to improve performance. | |
| bool | EnableContinuous [get, set] |
| Enable continuous collision. | |
| int | WorkerCount [get, set] |
| Number of workers to use with the provided task system. Box2D performs best when using only performance cores and accessing a single L2 cache. Efficiency cores and hyper-threading provide little benefit and may even harm performance. Note: Box2D does not create threads. This is the number of threads your applications has created that you are allocating to World.Step() Warning: Do not modify the default value unless you are also providing a task system and providing task callbacks (enqueueTask and finishTask). | |
| ref EnqueueTaskCallback | EnqueueTask [get] |
| Callback function to spawn tasks. | |
| ref FinishTaskCallback | FinishTask [get] |
| Callback function to finish a task. | |
| object? | UserData [get, set] |
| User data. | |
| object? | UserTaskContext [get, set] |
| User context that is provided to enqueueTask and finishTask. | |
World definition used to create a simulation world.
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inline |
Construct a new world definition with the supplied values.
| gravity | The gravity vector |
| restitutionThreshold | Restitution speed threshold |
| hitEventThreshold | Hit event threshold |
| contactHertz | Contact stiffness |
| contactDampingRatio | Contact bounciness |
| maxContactPushSpeed | Overlap resolution speed |
| jointHertz | Joint stiffness |
| jointDampingRatio | Joint bounciness |
| maximumLinearSpeed | Maximum linear speed |
| enableSleep | Enable sleep |
| enableContinuous | Enable continuous collision |
| userData | User data |
| frictionCallback | Friction callback |
| restitutionCallback | Restitution callback |
| enqueueTask | Enqueue task callback |
| finishTask | Finish task callback |
| userTaskContext | User task context |
| enableParallelEvents | Enable parallel processing of World events |
Parallel processing of World events is not a standard Box2D feature.
| bool Box2D.WorldDef.EnableParallelEvents |
Enable parallel processing of World events - e.g. BodyMoveEvents, ContactEvents, SensorEvents.
This is not a standard Box2D feature.