INNER CODE UNIT · C#

Body2DComponent

stride3d/stride-community-toolkit · src/Stride.CommunityToolkit.Bepu/Body2DComponent.cs:47

public class Body2DComponent : BodyComponent, ISimulationUpdate
{
    /// <summary>
    /// Ceiling on the plane-restoring speed, in world units per second.
    /// </summary>
    /// <remarks>
    /// This mainly guards extreme cases (for example, a body spawned far from the plane) by preventing
    /// an overly aggressive snap-back velocity.
    /// </remarks>
    private const float MaximumCorrectionSpeed = 1f;

    /// <summary>Default drift allowance, one millimetre for a scene built at one unit per metre.</summary>
    private const float DefaultZTolerance = 0.001f;

    // What the out-of-plane inverse-inertia terms are scaled by, rather than being set to zero.
    //
    // Zeroing them is the obvious way to say "infinitely resistant to rotation about this axis", but
    // zeroing *some* terms and not others is a degenerate case the solver handles badly. In a dense

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