/*
* 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:
*