AdamsLair.Duality.Physics by See original project authors

<PackageReference Include="AdamsLair.Duality.Physics" Version="3.0.3" />

 Settings

public static class Settings
using System; namespace FarseerPhysics { public static class Settings { public const float MaxFloat = float.MaxValue; public const float Epsilon = 1.1920929E-07; public const float Pi = 3.1415927; public const bool EnableDiagnostics = true; public const int VelocityIterations = 8; public const int PositionIterations = 3; public const bool ContinuousPhysics = true; public const int TOIVelocityIterations = 8; public const int TOIPositionIterations = 20; public const int MaxSubSteps = 8; public const bool EnableWarmstarting = true; public const bool AllowSleep = true; public const int MaxPolygonVertices = 8; public static bool UseFPECollisionCategories; public const int MaxManifoldPoints = 2; public const float AABBExtension = 0.1; public const float AABBMultiplier = 2; public const float LinearSlop = 0.005; public const float AngularSlop = 0.03490659; public const float PolygonRadius = 0.0025; public const int MaxTOIContacts = 32; public static float VelocityThreshold = 1; public const float MaxLinearCorrection = 0.2; public const float MaxAngularCorrection = 0.13962635; public const float ContactBaumgarte = 0.2; public const float TimeToSleep = 0.5; public const float LinearSleepTolerance = 0.01; public const float AngularSleepTolerance = 0.03490659; public const float MaxTranslation = 2; public const float MaxTranslationSquared = 4; public const float MaxRotation = 1.5707964; public const float MaxRotationSquared = 2.4674013; public static float MixFriction(float friction1, float friction2) { return (float)Math.Sqrt((double)(friction1 * friction2)); } public static float MixRestitution(float restitution1, float restitution2) { if (!(restitution1 > restitution2)) return restitution2; return restitution1; } } }