/* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * 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. */ package org.jbox2d.dynamics; //Updated to rev. 56->118->142 of b2Body.h import org.jbox2d.collision.MassData; import org.jbox2d.common.Vec2; /** * Defines a body. All data is public, and may be set directly. * When you have set the definition to your liking, you can create * the body using World::createDynamicBody(BodyDef) or World::createStaticBody(BodyDef). *

* Don't forget to call Body::setMassFromShapes or Body::setMass(MassData) * after you create a dynamic body! */ public class BodyDef { /** * You can use this to initialized the mass properties of the body. * If you prefer, you can set the mass properties after the shapes * have been added using Body::setMassFromShapes. */ public MassData massData; /** Use this to store application specific body data */ public Object userData; /** * The world position of the body. Avoid creating bodies at the origin * since this can lead to many overlapping shapes. */ public Vec2 position; /** The world angle of the body in radians. */ public float angle; /** * Linear damping is use to reduce the linear velocity. The damping parameter * can be larger than 1.0f but the damping effect becomes sensitive to the * time step when the damping parameter is large. */ public float linearDamping; /** * Angular damping is use to reduce the angular velocity. The damping parameter * can be larger than 1.0f but the damping effect becomes sensitive to the * time step when the damping parameter is large. */ public float angularDamping; /** * Set this flag to false if this body should never fall asleep. Note that * this increases CPU usage. */ public boolean allowSleep; /** Is this body initially sleeping? */ public boolean isSleeping; /** Should this body be prevented from rotating? Useful for characters. */ public boolean fixedRotation; /** * Is this a fast moving body that should be prevented from tunneling through * other moving bodies? Note that all bodies are prevented from tunneling through * static bodies. *

Warning: You should use this flag sparingly since it increases processing time. */ public boolean isBullet; /** * Default body definition. Defines a body with the following characteristics: * */ public BodyDef() { massData = new MassData(); massData.center = new Vec2(0.0f, 0.0f); massData.mass = 0.0f; massData.I = 0.0f; userData = null; position = new Vec2(0.0f, 0.0f); angle = 0.0f; linearDamping = 0.0f; angularDamping = 0.0f; allowSleep = true; isSleeping = false; fixedRotation = false; isBullet = false; } }