Package org.jbox2d.dynamics

Source Code of org.jbox2d.dynamics.BodyDef

/*******************************************************************************
* 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,
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* 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;
  }
}
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