/******************************************************************************* * 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. * @return */ 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. * @param type */ public void setType(BodyType type) { this.type = type; } /** * Use this to store application specific body data. * @return */ public Object getUserData() { return userData; } /** * Use this to store application specific body data. * @param userData */ 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. * @return */ 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. * @param position */ public void setPosition(Vec2 position) { this.position = position; } /** * The world angle of the body in radians. * @return */ public float getAngle() { return angle; } /** * The world angle of the body in radians. * @param angle */ public void setAngle(float angle) { this.angle = angle; } /** * The linear velocity of the body in world co-ordinates. * @return */ public Vec2 getLinearVelocity() { return linearVelocity; } /** * The linear velocity of the body in world co-ordinates. * @param linearVelocity */ public void setLinearVelocity(Vec2 linearVelocity) { this.linearVelocity = linearVelocity; } /** * The angular velocity of the body. * @return */ public float getAngularVelocity() { return angularVelocity; } /** * The angular velocity of the body. * @param angularVelocity */ 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. * @return */ 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. * @param linearDamping */ 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. * @return */ 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. * @param angularDamping */ 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. * @return */ public boolean isAllowSleep() { return allowSleep; } /** * Set this flag to false if this body should never fall asleep. Note that this increases CPU * usage. * @param allowSleep */ public void setAllowSleep(boolean allowSleep) { this.allowSleep = allowSleep; } /** * Is this body initially sleeping? * @return */ public boolean isAwake() { return awake; } /** * Is this body initially sleeping? * @param awake */ public void setAwake(boolean awake) { this.awake = awake; } /** * Should this body be prevented from rotating? Useful for characters. * @return */ public boolean isFixedRotation() { return fixedRotation; } /** * Should this body be prevented from rotating? Useful for characters. * @param fixedRotation */ 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. * * @return * @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. * * @param bullet * @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? * @return */ public boolean isActive() { return active; } /** * Does this body start out active? * @param active */ public void setActive(boolean active) { this.active = active; } /** * Experimental: scales the inertia tensor. * @return */ public float getGravityScale() { return gravityScale; } /** * Experimental: scales the inertia tensor. * @param gravityScale */ public void setGravityScale(float gravityScale) { this.gravityScale = gravityScale; } }