By default bodies do not sleep
Pad RigidBody BoundingBox by a constant amount
Gets or sets the broadphase pair identification strategy.
The default strategy is BroadphaseStrategy.DynamicAABBTree which uses a binary tree of axis-aligned bounding boxes to identify potential collision pairs which is O(nlog(n)) faster.
Enable fast moving body checking, this enables checking for collision pairs via raycast for fast moving objects to prevent bodies from tunneling through one another.
Gets or sets the global collision resolution strategy (narrowphase).
The default is CollisionResolutionStrategy.Arcade which performs simple axis aligned arcade style physics.
More advanced rigid body physics are enabled by setting CollisionResolutionStrategy.Realistic which allows for complicated simulated physical interactions.
The default mass to use if none is specified
Disable minimum fast moving body raycast, by default if ex.Physics.checkForFastBodies = true Excalibur will only check if the body is moving at least half of its minimum dimension in an update. If ex.Physics.disableMinimumSpeedForFastBody is set to true, Excalibur will always perform the fast body raycast regardless of speed.
Factor to add to the RigidBody BoundingBox, bounding box (dimensions += vel * dynamicTreeVelocityMultiplier);
Globally switches all Excalibur physics behavior on or off.
Gets or sets the position and velocity positional integrator, currently only Euler is supported.
Number of position iterations (overlap) to run in the solver
Amount of overlap to tolerate in pixels
Amount of positional overlap correction to apply each position iteration of the solver O - meaning no correction, 1 - meaning correct all overlap
Surface epsilon is used to help deal with surface penetration
Number of velocity iteration (response) to run in the solver
Warm start set to true re-uses impulses from previous frames back in the solver
The Physics object is the global configuration object for all Excalibur physics.