How to modify the upper limit of rigid body speed in Box2d-wasm?

Modifying the value of b2_maxTranslation in box2d.umd.js can change the upper limit of the rigid body speed, but this is only effective for box2d and not for box2d-wasm. How can I modify the upper limit of the rigid body speed of box2d-wasm?

If the Android app is your own, you can do this. The Android part needs to be written by your Android engineers.

    /**

     * 初始化cocos 往网页注入的方法
     *这是游戏端需要先往window对象注入方法

     */

    public static initGameLogic() {

        if (this.getIsAndroid()) {

            if (!window.android) {

                window.android = {} as AndroidInterface

            }

            window.android.refreshBalance = () => {

                EventManager.dispatch(E_AppNoticeEvent.e_refreshBalance)

            }

            window.android.joinBack = (isSuccess: boolean) => {

                if (isSuccess) {

                    EventManager.dispatch(E_AppNoticeEvent.e_joinVoiceRoom)

                } else {

                    this.showToast("JOIN VOICE FAIL", 2000)

                }

            }

            window.android.speakUser = (userId: string) => {

                EventManager.dispatch(E_AppNoticeEvent.e_speakerUserId, userId)

            }

            window.android.stopSpeakUser = (userId: string) => {

                EventManager.dispatch(E_AppNoticeEvent.e_stopSpeakerUserId, userId)

            }

            window.android.isShowGame = (isShowGame: boolean) => {

                this.log("安卓通知前后台:", isShowGame)

                if (isShowGame) {

                    this.curIsBackground = false

                    this.showGame()

                } else {

                    this.curIsBackground = true

                    this.hideGame()

                }

            }

        } else {

            if (!window.ios) {

                window.ios = {} as IosInterface

            }

            window.ios.backToken = (token: string) => {

                this.log("ios返回token", token)

                this._playerToken = token

                if (this.curIsBackground === false) {

                    SocketIO.toConnect()

                }

            }

            window.ios.backIsBackground = (isBackground: string) => {

                this.log("ios返回前后台", isBackground, typeof (isBackground))

                if (Number(isBackground)) {

                    this.curIsBackground = true

                } else {

                    this.curIsBackground = false

                    SocketIO.toConnect()

                }

            }

            window.ios.refreshBalance = () => {

                this.log("刷新余额")

                EventManager.dispatch(E_AppNoticeEvent.e_refreshBalance)

            }

            window.ios.joinBack = (isSuccess: string) => {

                this.log("加入房间是否成功", isSuccess)

                if (Number(isSuccess)) {

                    EventManager.dispatch(E_AppNoticeEvent.e_joinVoiceRoom)

                } else {

                    this.showToast("JOIN VOICE FAIL", 2000)

                }

            }

            window.ios.speakUser = (userId: string) => {

                EventManager.dispatch(E_AppNoticeEvent.e_speakerUserId, userId)

            }

            window.ios.stopSpeakUser = (userId: string) => {

                EventManager.dispatch(E_AppNoticeEvent.e_stopSpeakerUserId, userId)

            }

            window.ios.isShowGame = (isShowGame: string) => {

                this.log("ios通知前后台:", isShowGame)

                if (Number(isShowGame)) {

                    //在苹果上进入多任务会通知进这里

                    if (this.curIsBackground) {

                        this.curIsBackground = false

                        this.showGame()

                    }

                } else {

                    this.curIsBackground = true

                    this.hideGame()

                }

            }

        }

        this.log("Token:", this.getPlayerToken())

        this.log("当前是前台:", this.getIsCanConnect())

        this.log("SocketUrl:", this.getSocketIOUrl())

        this.log("头像cdn地址:", this.getImgCdn())

        this.log("是否是debug模式:", DEBUG)

        this.log("是否是测试服Url:", this.getIsDebugEnv())

        this.log("当前设备实际环境:", this.getPracticalPlatform())

        this.log("游戏版本号:", this.getVersion())

        this.log("是否有获取前后台方法:", Boolean(window.android && window.android.getIsBackground))

    }

It is now easier for the game client to call Android methods
window.android.starBGM(volume)
and get the return value