com.badlogic.gdx.physics.box2d.BodyDef Maven / Gradle / Ivy
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* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.physics.box2d;
import com.badlogic.gdx.math.Vector2;
/** A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added
* to a body after construction.
*
* @author mzechner */
public class BodyDef {
/** The body type. static: zero mass, zero velocity, may be manually moved kinematic: zero mass, non-zero velocity set by user,
* moved by solver dynamic: positive mass, non-zero velocity determined by forces, moved by solver */
public enum BodyType {
StaticBody(0), KinematicBody(1), DynamicBody(2);
private int value;
private BodyType (int value) {
this.value = value;
}
public int getValue () {
return value;
}
};
/** The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one. **/
public BodyType type = BodyType.StaticBody;
/** The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes. **/
public final Vector2 position = new Vector2();
/** The world angle of the body in radians. **/
public float angle = 0;
/** The linear velocity of the body's origin in world co-ordinates. **/
public final Vector2 linearVelocity = new Vector2();
/** The angular velocity of the body. **/
public float angularVelocity = 0;
/** 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 = 0;
/** 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 = 0;
/** Set this flag to false if this body should never fall asleep. Note that this increases CPU usage. **/
public boolean allowSleep = true;
/** Is this body initially awake or sleeping? **/
public boolean awake = true;
/** Should this body be prevented from rotating? Useful for characters. **/
public boolean fixedRotation = false;
/** 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 kinematic and static bodies. This setting is only considered on dynamic bodies.
* @warning You should use this flag sparingly since it increases processing time. **/
public boolean bullet = false;
/** Does this body start out active? **/
public boolean active = true;
/** Scale the gravity applied to this body. **/
public float gravityScale = 1;
}