org.jbox2d.dynamics.BodyDef Maven / Gradle / Ivy
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* Copyright (c) 2013, Daniel Murphy
* All rights reserved.
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package org.jbox2d.dynamics;
import org.jbox2d.common.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.
*/
public BodyType type;
/**
* 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;
/**
* The linear velocity of the body in world co-ordinates.
*/
public Vec2 linearVelocity;
/**
* The angular velocity of the body.
*/
public float 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 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 awake;
/**
* 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 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;
/**
* Does this body start out active?
*/
public boolean active;
/**
* Experimental: scales the inertia tensor.
*/
public float gravityScale;
public BodyDef() {
userData = null;
position = new Vec2();
angle = 0f;
linearVelocity = new Vec2();
angularVelocity = 0f;
linearDamping = 0f;
angularDamping = 0f;
allowSleep = true;
awake = true;
fixedRotation = false;
bullet = false;
type = BodyType.STATIC;
active = true;
gravityScale = 1.0f;
}
/**
* 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.
*
* @warning 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.
*
* @warning 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;
}
}
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