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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.
/*******************************************************************************
* Copyright (c) 2011, 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;
// updated to rev 100
/**
* 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 inertiaScale;
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;
inertiaScale = 1.0f;
}
}