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/*******************************************************************************
 * Copyright (c) 2013, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/
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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