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Physics2DServer_SpaceParameter.hx
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Physics2DServer_SpaceParameter.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
@:native("Godot.Physics2DServer.SpaceParameter")
@:csNative
extern enum Physics2DServer_SpaceParameter {
/**
Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
**/
ContactRecycleRadius;
/**
Constant to set/get the maximum distance a shape can be from another before they are considered separated.
**/
ContactMaxSeparation;
/**
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
**/
BodyMaxAllowedPenetration;
/**
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
**/
BodyLinearVelocitySleepThreshold;
/**
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
**/
BodyAngularVelocitySleepThreshold;
/**
Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
**/
BodyTimeToSleep;
/**
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
**/
ConstraintDefaultBias;
}