--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* 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 B2_SETTINGS_H
+#define B2_SETTINGS_H
+
+#include <assert.h>
+#include <math.h>
+
+#define B2_NOT_USED(x) x
+#define b2Assert(A) assert(A)
+
+
+// need to include NDS jtypes.h instead of
+// usual typedefs because NDS jtypes defines
+// them slightly differently, oh well.
+#ifdef TARGET_IS_NDS
+
+#include "jtypes.h"
+
+#else
+
+typedef signed char int8;
+typedef signed short int16;
+typedef signed int int32;
+typedef unsigned char uint8;
+typedef unsigned short uint16;
+typedef unsigned int uint32;
+
+#endif
+
+#ifdef TARGET_FLOAT32_IS_FIXED
+
+#include "Fixed.h"
+
+typedef Fixed float32;
+#define B2_FLT_MAX FIXED_MAX
+#define B2_FLT_EPSILON FIXED_EPSILON
+#define B2FORCE_SCALE(x) ((x)<<7)
+#define B2FORCE_INV_SCALE(x) ((x)>>7)
+
+#else
+
+typedef float float32;
+#define B2_FLT_MAX FLT_MAX
+#define B2_FLT_EPSILON FLT_EPSILON
+#define B2FORCE_SCALE(x) (x)
+#define B2FORCE_INV_SCALE(x) (x)
+
+#endif
+
+const float32 b2_pi = 3.14159265359f;
+
+/// @file
+/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
+///
+
+// Collision
+const int32 b2_maxManifoldPoints = 2;
+const int32 b2_maxPolygonVertices = 8;
+const int32 b2_maxProxies = 512; // this must be a power of two
+const int32 b2_maxPairs = 8 * b2_maxProxies; // this must be a power of two
+
+// Dynamics
+
+/// A small length used as a collision and constraint tolerance. Usually it is
+/// chosen to be numerically significant, but visually insignificant.
+const float32 b2_linearSlop = 0.005f; // 0.5 cm
+
+/// A small angle used as a collision and constraint tolerance. Usually it is
+/// chosen to be numerically significant, but visually insignificant.
+const float32 b2_angularSlop = 2.0f / 180.0f * b2_pi; // 2 degrees
+
+/// Continuous collision detection (CCD) works with core, shrunken shapes. This is the
+/// amount by which shapes are automatically shrunk to work with CCD. This must be
+/// larger than b2_linearSlop.
+const float32 b2_toiSlop = 8.0f * b2_linearSlop;
+
+/// Maximum number of contacts to be handled to solve a TOI island.
+const int32 b2_maxTOIContactsPerIsland = 32;
+
+/// A velocity threshold for elastic collisions. Any collision with a relative linear
+/// velocity below this threshold will be treated as inelastic.
+const float32 b2_velocityThreshold = 1.0f; // 1 m/s
+
+/// The maximum linear position correction used when solving constraints. This helps to
+/// prevent overshoot.
+const float32 b2_maxLinearCorrection = 0.2f; // 20 cm
+
+/// The maximum angular position correction used when solving constraints. This helps to
+/// prevent overshoot.
+const float32 b2_maxAngularCorrection = 8.0f / 180.0f * b2_pi; // 8 degrees
+
+/// 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.
+#ifdef TARGET_FLOAT32_IS_FIXED
+const float32 b2_maxLinearVelocity = 100.0f;
+#else
+const float32 b2_maxLinearVelocity = 200.0f;
+const float32 b2_maxLinearVelocitySquared = b2_maxLinearVelocity * b2_maxLinearVelocity;
+#endif
+
+/// 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.
+const float32 b2_maxAngularVelocity = 250.0f;
+#ifndef TARGET_FLOAT32_IS_FIXED
+const float32 b2_maxAngularVelocitySquared = b2_maxAngularVelocity * b2_maxAngularVelocity;
+#endif
+
+/// 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.
+const float32 b2_contactBaumgarte = 0.2f;
+
+// Sleep
+
+/// The time that a body must be still before it will go to sleep.
+const float32 b2_timeToSleep = 0.5f; // half a second
+
+/// A body cannot sleep if its linear velocity is above this tolerance.
+const float32 b2_linearSleepTolerance = 0.01f; // 1 cm/s
+
+/// A body cannot sleep if its angular velocity is above this tolerance.
+const float32 b2_angularSleepTolerance = 2.0f / 180.0f; // 2 degrees/s
+
+// Memory Allocation
+
+/// The current number of bytes allocated through b2Alloc.
+extern int32 b2_byteCount;
+
+/// Implement this function to use your own memory allocator.
+void* b2Alloc(int32 size);
+
+/// If you implement b2Alloc, you should also implement this function.
+void b2Free(void* mem);
+
+/// Version numbering scheme.
+/// See http://en.wikipedia.org/wiki/Software_versioning
+struct b2Version
+{
+ int32 major; ///< significant changes
+ int32 minor; ///< incremental changes
+ int32 revision; ///< bug fixes
+};
+
+/// Current version.
+extern b2Version b2_version;
+
+/// Friction mixing law. Feel free to customize this.
+inline float32 b2MixFriction(float32 friction1, float32 friction2)
+{
+ return sqrtf(friction1 * friction2);
+}
+
+/// Restitution mixing law. Feel free to customize this.
+inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
+{
+ return restitution1 > restitution2 ? restitution1 : restitution2;
+}
+
+#endif