com.uwsoft.editor.renderer.data.PhysicsBodyDataVO Maven / Gradle / Ivy
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overlap2d-runtime-libgdx provides functionality to load, manipulate and render scenes generated by Overlap2D.
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package com.uwsoft.editor.renderer.data;
import com.badlogic.gdx.math.Vector2;
import com.uwsoft.editor.renderer.components.physics.PhysicsBodyComponent;
public class PhysicsBodyDataVO {
public int bodyType = 0;
public float mass;
public Vector2 centerOfMass;
public float rotationalInertia;
public float damping;
public float gravityScale;
public boolean allowSleep;
public boolean awake;
public boolean bullet;
public float density;
public float friction;
public float restitution;
public PhysicsBodyDataVO(){
centerOfMass = new Vector2();
}
public PhysicsBodyDataVO(PhysicsBodyDataVO vo){
bodyType = vo.bodyType;
mass = vo.mass;
centerOfMass = vo.centerOfMass.cpy();
rotationalInertia = vo.rotationalInertia;
damping = vo.damping;
gravityScale = vo.gravityScale;
allowSleep = vo.allowSleep;
awake = vo.awake;
bullet = vo.bullet;
density = vo.density;
friction = vo.friction;
restitution = vo.restitution;
}
public void loadFromComponent(PhysicsBodyComponent physicsComponent) {
bodyType = physicsComponent.bodyType;
mass = physicsComponent.mass;
centerOfMass = physicsComponent.centerOfMass.cpy();
rotationalInertia = physicsComponent.rotationalInertia;
damping = physicsComponent.damping;
gravityScale = physicsComponent.gravityScale;
allowSleep = physicsComponent.allowSleep;
awake = physicsComponent.awake;
bullet = physicsComponent.bullet;
density = physicsComponent.density;
friction = physicsComponent.friction;
restitution = physicsComponent.restitution;
}
}