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 * Copyright (c) 2011, Daniel Murphy
 * All rights reserved.
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/*
 * JBox2D - A Java Port of Erin Catto's Box2D
 * 
 * JBox2D homepage: http://jbox2d.sourceforge.net/ 
 * Box2D homepage: http://www.box2d.org
 * 
 * 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.
 */

package org.jbox2d.common;

//Updated to rev. 142 of b2Settings.cpp/.h

/**
 * Global tuning constants based on MKS units and various integer maximums
 * (vertices per shape, pairs, etc.).
 */
public class Settings {
  
  /** A "close to zero" float epsilon value for use */
  public static final float EPSILON = 1.1920928955078125E-7f;
  
  /** Pi. */
  public static final float PI = (float) Math.PI;
  
  // JBox2D specific settings
  /**
   * needs to be final, or will slow down math methods
   */
  public static final boolean FAST_MATH = true;
  public static final boolean POOLING = true;
  public static final int CONTACT_STACK_INIT_SIZE = 10;
  public static final boolean SINCOS_LUT_ENABLED = false;
  /**
   * smaller the precision, the larger the table. If a small table is used
   * (eg, precision is .006 or greater), make sure you set the table to lerp
   * it's results. Accuracy chart is in the MathUtils source. Or, run the
   * tests yourself in {@link SinCosTest}.</br> </br> Good lerp precision
   * values:
   * <ul>
   * <li>.0092</li>
   * <li>.008201</li>
   * <li>.005904</li>
   * <li>.005204</li>
   * <li>.004305</li>
   * <li>.002807</li>
   * <li>.001508</li>
   * <li>9.32500E-4</li>
   * <li>7.48000E-4</li>
   * <li>8.47000E-4</li>
   * <li>.0005095</li>
   * <li>.0001098</li>
   * <li>9.50499E-5</li>
   * <li>6.08500E-5</li>
   * <li>3.07000E-5</li>
   * <li>1.53999E-5</li>
   * </ul>
   */
  public static final float SINCOS_LUT_PRECISION = .00011f;
  public static final int SINCOS_LUT_LENGTH = (int) Math.ceil(Math.PI * 2 / SINCOS_LUT_PRECISION);
  /**
   * Use if the table's precision is large (eg .006 or greater). Although it
   * is more expensive, it greatly increases accuracy. Look in the MathUtils
   * source for some test results on the accuracy and speed of lerp vs non
   * lerp. Or, run the tests yourself in {@link SinCosTest}.
   */
  public static final boolean SINCOS_LUT_LERP = false;
  
  // Collision
  
  /**
   * The maximum number of contact points between two convex shapes.
   */
  public static int maxManifoldPoints = 2;
  
  /**
   * The maximum number of vertices on a convex polygon.
   */
  public static int maxPolygonVertices = 8;
  
  /**
   * 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 static float aabbExtension = 0.1f;
  
  /**
   * 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 static float aabbMultiplier = 2.0f;
  
  /**
   * A small length used as a collision and constraint tolerance. Usually it
   * is chosen to be numerically significant, but visually insignificant.
   */
  public static float linearSlop = 0.005f;
  
  /**
   * A small angle used as a collision and constraint tolerance. Usually it is
   * chosen to be numerically significant, but visually insignificant.
   */
  public static float angularSlop = (2.0f / 180.0f * PI);
  
  /**
   * The radius of the polygon/edge shape skin. This should not be modified.
   * Making this smaller means polygons will have and insufficient for
   * continuous collision. Making it larger may create artifacts for vertex
   * collision.
   */
  public static float polygonRadius = (2.0f * linearSlop);
  
  // Dynamics
  
  /**
   * Maximum number of contacts to be handled to solve a TOI island.
   */
  public static int maxTOIContacts = 32;
  
  /**
   * A velocity threshold for elastic collisions. Any collision with a
   * relative linear velocity below this threshold will be treated as
   * inelastic.
   */
  public static float velocityThreshold = 1.0f;
  
  /**
   * The maximum linear position correction used when solving constraints.
   * This helps to prevent overshoot.
   */
  public static float maxLinearCorrection = 0.2f;
  
  /**
   * The maximum angular position correction used when solving constraints.
   * This helps to prevent overshoot.
   */
  public static float maxAngularCorrection = (8.0f / 180.0f * PI);
  
  /**
   * 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 static float maxTranslation = 2.0f;
  public static float maxTranslationSquared = (maxTranslation * maxTranslation);
  
  /**
   * 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 static float maxRotation = (0.5f * PI);
  public static float maxRotationSquared = (maxRotation * maxRotation);
  
  /**
   * 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 static float contactBaumgarte = 0.2f;
  
  // Sleep
  
  /**
   * The time that a body must be still before it will go to sleep.
   */
  public static float timeToSleep = 0.5f;
  
  /**
   * A body cannot sleep if its linear velocity is above this tolerance.
   */
  public static float linearSleepTolerance = 0.01f;
  
  /**
   * A body cannot sleep if its angular velocity is above this tolerance.
   */
  public static float angularSleepTolerance = (2.0f / 180.0f * PI);
  
  /**
   * Friction mixing law. Feel free to customize this.
   * TODO djm: add customization
   * 
   * @param friction1
   * @param friction2
   * @return
   */
  public static final float mixFriction(float friction1, float friction2) {
    return MathUtils.sqrt(friction1 * friction2);
  }
  
  /**
   * Restitution mixing law. Feel free to customize this.
   * TODO djm: add customization
   * 
   * @param restitution1
   * @param restitution2
   * @return
   */
  public static final float mixRestitution(float restitution1, float restitution2) {
    return restitution1 > restitution2 ? restitution1 : restitution2;
  }
}
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