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BodyDef (libgdx API)
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                                libgdx API
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&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d"><B>PREV CLASS</B></A>&nbsp;
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&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d"><B>NEXT CLASS</B></A></FONT></TD>
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  SUMMARY:&nbsp;<A HREF="#nested_class_summary">NESTED</A>&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#methods_inherited_from_class_java.lang.Object">METHOD</A></FONT></TD>
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com.badlogic.gdx.physics.box2d</FONT>
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<BR>
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Class BodyDef</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.BodyDef</B>
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</PRE>
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<HR>
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<DL>
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<DT><PRE>public class <B>BodyDef</B><DT>extends java.lang.Object</DL>
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</PRE>
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<P>
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A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are added
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 to a body after construction.
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<P>
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<P>
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>mzechner</DD>
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</DL>
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<!-- ======== NESTED CLASS SUMMARY ======== -->
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<B>Nested Class Summary</B></FONT></TH>
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<CODE>static&nbsp;class</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The body type.</TD>
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</TR>
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</TABLE>
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&nbsp;<!-- =========== FIELD SUMMARY =========== -->
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<A NAME="field_summary"><!-- --></A>
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Field Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#active">active</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Does this body start out active?</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#allowSleep">allowSleep</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set this flag to false if this body should never fall asleep.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#angle">angle</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The world angle of the body in radians.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#angularDamping">angularDamping</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Angular damping is use to reduce the angular velocity.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#angularVelocity">angularVelocity</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The angular velocity of the body.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#awake">awake</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Is this body initially awake or sleeping?</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#bullet">bullet</A></B></CODE>
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209
<BR>
210
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
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 prevented from tunneling through kinematic and static bodies.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#fixedRotation">fixedRotation</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Should this body be prevented from rotating? Useful for characters.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#gravityScale">gravityScale</A></B></CODE>
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<BR>
227
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Scale the gravity applied to this body.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#linearDamping">linearDamping</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Linear damping is use to reduce the linear velocity.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#linearVelocity">linearVelocity</A></B></CODE>
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<BR>
243
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The linear velocity of the body's origin in world co-ordinates.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
248
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#position">position</A></B></CODE>
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250
<BR>
251
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The world position of the body.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</A></CODE></FONT></TD>
256
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#type">type</A></B></CODE>
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<BR>
259
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The body type: static, kinematic, or dynamic.</TD>
260
</TR>
261
</TABLE>
262
&nbsp;
263
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
264
 
265
<A NAME="constructor_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
272
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#BodyDef()">BodyDef</A></B>()</CODE>
273
 
274
<BR>
275
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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</TABLE>
278
&nbsp;
279
<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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</TR>
287
</TABLE>
288
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
295
</TR>
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</TABLE>
297
&nbsp;
298
<P>
299
 
300
<!-- ============ FIELD DETAIL =========== -->
301
 
302
<A NAME="field_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Field Detail</B></FONT></TH>
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</TR>
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</TABLE>
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310
<A NAME="type"><!-- --></A><H3>
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type</H3>
312
<PRE>
313
public <A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</A> <B>type</B></PRE>
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<DL>
315
<DD>The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.
316
<P>
317
<DL>
318
</DL>
319
</DL>
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<HR>
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322
<A NAME="position"><!-- --></A><H3>
323
position</H3>
324
<PRE>
325
public final <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>position</B></PRE>
326
<DL>
327
<DD>The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
328
<P>
329
<DL>
330
</DL>
331
</DL>
332
<HR>
333
 
334
<A NAME="angle"><!-- --></A><H3>
335
angle</H3>
336
<PRE>
337
public float <B>angle</B></PRE>
338
<DL>
339
<DD>The world angle of the body in radians.
340
<P>
341
<DL>
342
</DL>
343
</DL>
344
<HR>
345
 
346
<A NAME="linearVelocity"><!-- --></A><H3>
347
linearVelocity</H3>
348
<PRE>
349
public final <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>linearVelocity</B></PRE>
350
<DL>
351
<DD>The linear velocity of the body's origin in world co-ordinates.
352
<P>
353
<DL>
354
</DL>
355
</DL>
356
<HR>
357
 
358
<A NAME="angularVelocity"><!-- --></A><H3>
359
angularVelocity</H3>
360
<PRE>
361
public float <B>angularVelocity</B></PRE>
362
<DL>
363
<DD>The angular velocity of the body.
364
<P>
365
<DL>
366
</DL>
367
</DL>
368
<HR>
369
 
370
<A NAME="linearDamping"><!-- --></A><H3>
371
linearDamping</H3>
372
<PRE>
373
public float <B>linearDamping</B></PRE>
374
<DL>
375
<DD>Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
376
 becomes sensitive to the time step when the damping parameter is large.
377
<P>
378
<DL>
379
</DL>
380
</DL>
381
<HR>
382
 
383
<A NAME="angularDamping"><!-- --></A><H3>
384
angularDamping</H3>
385
<PRE>
386
public float <B>angularDamping</B></PRE>
387
<DL>
388
<DD>Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
389
 becomes sensitive to the time step when the damping parameter is large.
390
<P>
391
<DL>
392
</DL>
393
</DL>
394
<HR>
395
 
396
<A NAME="allowSleep"><!-- --></A><H3>
397
allowSleep</H3>
398
<PRE>
399
public boolean <B>allowSleep</B></PRE>
400
<DL>
401
<DD>Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
402
<P>
403
<DL>
404
</DL>
405
</DL>
406
<HR>
407
 
408
<A NAME="awake"><!-- --></A><H3>
409
awake</H3>
410
<PRE>
411
public boolean <B>awake</B></PRE>
412
<DL>
413
<DD>Is this body initially awake or sleeping?
414
<P>
415
<DL>
416
</DL>
417
</DL>
418
<HR>
419
 
420
<A NAME="fixedRotation"><!-- --></A><H3>
421
fixedRotation</H3>
422
<PRE>
423
public boolean <B>fixedRotation</B></PRE>
424
<DL>
425
<DD>Should this body be prevented from rotating? Useful for characters.
426
<P>
427
<DL>
428
</DL>
429
</DL>
430
<HR>
431
 
432
<A NAME="bullet"><!-- --></A><H3>
433
bullet</H3>
434
<PRE>
435
public boolean <B>bullet</B></PRE>
436
<DL>
437
<DD>Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
438
 prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
439
<P>
440
<DL>
441
</DL>
442
</DL>
443
<HR>
444
 
445
<A NAME="active"><!-- --></A><H3>
446
active</H3>
447
<PRE>
448
public boolean <B>active</B></PRE>
449
<DL>
450
<DD>Does this body start out active?
451
<P>
452
<DL>
453
</DL>
454
</DL>
455
<HR>
456
 
457
<A NAME="gravityScale"><!-- --></A><H3>
458
gravityScale</H3>
459
<PRE>
460
public float <B>gravityScale</B></PRE>
461
<DL>
462
<DD>Scale the gravity applied to this body.
463
<P>
464
<DL>
465
</DL>
466
</DL>
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<A NAME="BodyDef()"><!-- --></A><H3>
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BodyDef</H3>
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libgdx API</EM>
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