com.badlogic.gdx.physics.box2d.BodyDef.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.physics.box2d;

import com.badlogic.gdx.math.Vector2;

/** 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 mzechner */
public class BodyDef {
    /** The body type. static: zero mass, zero velocity, may be manually moved kinematic: zero mass, non-zero velocity set by user,
     * moved by solver dynamic: positive mass, non-zero velocity determined by forces, moved by solver */
    public enum BodyType {
        StaticBody(0), KinematicBody(1), DynamicBody(2);

        private int value;

        private BodyType(int value) {
            this.value = value;
        }

        public int getValue() {
            return value;
        }
    };

    /** 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 = BodyType.StaticBody;

    /** The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes. **/
    public final Vector2 position = new Vector2();

    /** The world angle of the body in radians. **/
    public float angle = 0;

    /** The linear velocity of the body's origin in world co-ordinates. **/
    public final Vector2 linearVelocity = new Vector2();

    /** The angular velocity of the body. **/
    public 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. **/
    public 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. **/
    public float angularDamping = 0;

    /** Set this flag to false if this body should never fall asleep. Note that this increases CPU usage. **/
    public boolean allowSleep = true;

    /** Is this body initially awake or sleeping? **/
    public boolean awake = true;

    /** Should this body be prevented from rotating? Useful for characters. **/
    public 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.
     * @warning You should use this flag sparingly since it increases processing time. **/
    public boolean bullet = false;

    /** Does this body start out active? **/
    public boolean active = true;

    /** Scale the gravity applied to this body. **/
    public float gravityScale = 1;
}