reactphysics3d/src/configuration.h

147 lines
6.5 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* 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 REACTPHYSICS3D_CONFIGURATION_H
#define REACTPHYSICS3D_CONFIGURATION_H
// Libraries
#include <limits>
#include <cfloat>
#include <utility>
#include "decimal.h"
// Windows platform
#if defined(WIN32) ||defined(_WIN32) || defined(_WIN64) ||defined(__WIN32__) || defined(__WINDOWS__)
#define WINDOWS_OS
#elif defined(__APPLE__) // Apple platform
#define APPLE_OS
#elif defined(__linux__) || defined(linux) || defined(__linux) // Linux platform
#define LINUX_OS
#endif
/// Namespace reactphysics3d
namespace reactphysics3d {
// ------------------- Type definitions ------------------- //
typedef unsigned int uint;
typedef long unsigned int luint;
typedef luint bodyindex;
typedef std::pair<bodyindex, bodyindex> bodyindexpair;
typedef signed short int16;
typedef signed int int32;
typedef unsigned short uint16;
typedef unsigned int uint32;
// ------------------- Enumerations ------------------- //
/// Position correction technique used in the constraint solver (for joints).
/// BAUMGARTE_JOINTS : Faster but can be innacurate in some situations.
/// NON_LINEAR_GAUSS_SEIDEL : Slower but more precise. This is the option used by default.
enum JointsPositionCorrectionTechnique {BAUMGARTE_JOINTS, NON_LINEAR_GAUSS_SEIDEL};
/// Position correction technique used in the contact solver (for contacts)
/// BAUMGARTE_CONTACTS : Faster but can be innacurate and can lead to unexpected bounciness
/// in some situations (due to error correction factor being added to
/// the bodies momentum).
/// SPLIT_IMPULSES : A bit slower but the error correction factor is not added to the
/// bodies momentum. This is the option used by default.
enum ContactsPositionCorrectionTechnique {BAUMGARTE_CONTACTS, SPLIT_IMPULSES};
// ------------------- Constants ------------------- //
/// Smallest decimal value (negative)
const decimal DECIMAL_SMALLEST = - std::numeric_limits<decimal>::max();
/// Maximum decimal value
const decimal DECIMAL_LARGEST = std::numeric_limits<decimal>::max();
/// Machine epsilon
const decimal MACHINE_EPSILON = std::numeric_limits<decimal>::epsilon();
/// Pi constant
const decimal PI = decimal(3.14159265);
/// 2*Pi constant
const decimal PI_TIMES_2 = decimal(6.28318530);
/// Default friction coefficient for a rigid body
const decimal DEFAULT_FRICTION_COEFFICIENT = decimal(0.3);
/// Default bounciness factor for a rigid body
const decimal DEFAULT_BOUNCINESS = decimal(0.5);
/// True if the spleeping technique is enabled
const bool SPLEEPING_ENABLED = true;
/// Object margin for collision detection in meters (for the GJK-EPA Algorithm)
const decimal OBJECT_MARGIN = decimal(0.04);
/// Distance threshold for two contact points for a valid persistent contact (in meters)
const decimal PERSISTENT_CONTACT_DIST_THRESHOLD = decimal(0.03);
/// Velocity threshold for contact velocity restitution
const decimal RESTITUTION_VELOCITY_THRESHOLD = decimal(1.0);
/// Number of iterations when solving the velocity constraints of the Sequential Impulse technique
const uint DEFAULT_VELOCITY_SOLVER_NB_ITERATIONS = 10;
/// Number of iterations when solving the position constraints of the Sequential Impulse technique
const uint DEFAULT_POSITION_SOLVER_NB_ITERATIONS = 5;
/// Time (in seconds) that a body must stay still to be considered sleeping
const float DEFAULT_TIME_BEFORE_SLEEP = 1.0f;
/// A body with a linear velocity smaller than the sleep linear velocity (in m/s)
/// might enter sleeping mode.
const decimal DEFAULT_SLEEP_LINEAR_VELOCITY = decimal(0.02);
/// A body with angular velocity smaller than the sleep angular velocity (in rad/s)
/// might enter sleeping mode
const decimal DEFAULT_SLEEP_ANGULAR_VELOCITY = decimal(3.0 * (PI / 180.0));
/// In the broad-phase collision detection (dynamic AABB tree), the AABBs are
/// inflated with a constant gap to allow the collision shape to move a little bit
/// without triggering a large modification of the tree which can be costly
const decimal DYNAMIC_TREE_AABB_GAP = decimal(0.1);
/// In the broad-phase collision detection (dynamic AABB tree), the AABBs are
/// also inflated in direction of the linear motion of the body by mutliplying the
/// followin constant with the linear velocity and the elapsed time between two frames.
const decimal DYNAMIC_TREE_AABB_LIN_GAP_MULTIPLIER = decimal(1.7);
/// Maximum number of contact manifolds in an overlapping pair that involves two
/// convex collision shapes.
const int NB_MAX_CONTACT_MANIFOLDS_CONVEX_SHAPE = 1;
/// Maximum number of contact manifolds in an overlapping pair that involves at
/// least one concave collision shape.
const int NB_MAX_CONTACT_MANIFOLDS_CONCAVE_SHAPE = 3;
}
#endif