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/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB ([email protected])
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package org.jbox2d.dynamics;
import com.almasb.fxgl.core.math.Vec2;
/**
* 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 daniel
*/
public class BodyDef {
/**
* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
* mass is set to one.
*/
private BodyType type = BodyType.STATIC;
/**
* Use this to store application specific body data.
*/
private Object userData = null;
/**
* The world position of the body. Avoid creating bodies at the origin since this can lead to many
* overlapping shapes.
*/
private Vec2 position = new Vec2();
/**
* The world angle of the body in radians.
*/
private float angle = 0;
/**
* The linear velocity of the body in world co-ordinates.
*/
private Vec2 linearVelocity = new Vec2();
/**
* The angular velocity of the body.
*/
private 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.
*/
private 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.
*/
private float angularDamping = 0;
/**
* Set this flag to false if this body should never fall asleep. Note that this increases CPU
* usage.
*/
private boolean allowSleep = true;
/**
* Is this body initially sleeping?
*/
private boolean awake = true;
/**
* Should this body be prevented from rotating? Useful for characters.
*/
private 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.
* You should use this flag sparingly since it increases processing time.
*/
private boolean bullet = false;
/**
* Does this body start out active?
*/
private boolean active = true;
/**
* Experimental: scales the inertia tensor.
*/
private float gravityScale = 1;
/**
* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
* mass is set to one.
*/
public BodyType getType() {
return type;
}
/**
* The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the
* mass is set to one.
*/
public void setType(BodyType type) {
this.type = type;
}
/**
* Use this to store application specific body data.
*/
public Object getUserData() {
return userData;
}
/**
* Use this to store application specific body data.
*/
public void setUserData(Object userData) {
this.userData = userData;
}
/**
* The world position of the body. Avoid creating bodies at the origin since this can lead to many
* overlapping shapes.
*/
public Vec2 getPosition() {
return position;
}
/**
* The world position of the body. Avoid creating bodies at the origin since this can lead to many
* overlapping shapes.
*/
public void setPosition(Vec2 position) {
this.position = position;
}
/**
* The world angle of the body in radians.
*/
public float getAngle() {
return angle;
}
/**
* The world angle of the body in radians.
*/
public void setAngle(float angle) {
this.angle = angle;
}
/**
* The linear velocity of the body in world co-ordinates.
*/
public Vec2 getLinearVelocity() {
return linearVelocity;
}
/**
* The linear velocity of the body in world co-ordinates.
*/
public void setLinearVelocity(Vec2 linearVelocity) {
this.linearVelocity = linearVelocity;
}
/**
* The angular velocity of the body.
*/
public float getAngularVelocity() {
return angularVelocity;
}
/**
* The angular velocity of the body.
*/
public void setAngularVelocity(float angularVelocity) {
this.angularVelocity = angularVelocity;
}
/**
* 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 getLinearDamping() {
return linearDamping;
}
/**
* 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 void setLinearDamping(float linearDamping) {
this.linearDamping = 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 getAngularDamping() {
return angularDamping;
}
/**
* 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 void setAngularDamping(float angularDamping) {
this.angularDamping = angularDamping;
}
/**
* Set this flag to false if this body should never fall asleep. Note that this increases CPU
* usage.
*/
public boolean isAllowSleep() {
return allowSleep;
}
/**
* Set this flag to false if this body should never fall asleep. Note that this increases CPU
* usage.
*/
public void setAllowSleep(boolean allowSleep) {
this.allowSleep = allowSleep;
}
/**
* Is this body initially sleeping?
*/
public boolean isAwake() {
return awake;
}
/**
* Is this body initially sleeping?
*/
public void setAwake(boolean awake) {
this.awake = awake;
}
/**
* Should this body be prevented from rotating? Useful for characters.
*/
public boolean isFixedRotation() {
return fixedRotation;
}
/**
* Should this body be prevented from rotating? Useful for characters.
*/
public void setFixedRotation(boolean fixedRotation) {
this.fixedRotation = 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 kinematic and static bodies. This
* setting is only considered on dynamic bodies.
* You should use this flag sparingly since it increases processing time.
*/
public boolean isBullet() {
return bullet;
}
/**
* 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.
* You should use this flag sparingly since it increases processing time.
*/
public void setBullet(boolean bullet) {
this.bullet = bullet;
}
/**
* Does this body start out active?
*/
public boolean isActive() {
return active;
}
/**
* Does this body start out active?
*/
public void setActive(boolean active) {
this.active = active;
}
/**
* Experimental: scales the inertia tensor.
*/
public float getGravityScale() {
return gravityScale;
}
/**
* Experimental: scales the inertia tensor.
*/
public void setGravityScale(float gravityScale) {
this.gravityScale = gravityScale;
}
}