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com.badlogic.gdx.physics.box2d
</FONT>
<BR>
Class Body
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.Body
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>Body
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
A rigid body. These are created via World.CreateBody.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
long
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#addr">addr
</A></B></CODE>
<BR>
the address of the body
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge
</A>></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#joints">joints
</A></B></CODE>
<BR>
Joints of this body
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#linVelLoc">linVelLoc
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#linVelWorld">linVelWorld
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#localPoint2">localPoint2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#localVector">localVector
</A></B></CODE>
<BR>
</TD>
</TR>
</TABLE>
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<CODE>protected
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#Body(com.badlogic.gdx.physics.box2d.World, long)">Body
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World
</A> world,
long
addr)
</CODE>
<BR>
Constructs a new body with the given address
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyAngularImpulse(float)">applyAngularImpulse
</A></B>(float
impulse)
</CODE>
<BR>
Apply an angular impulse.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForce(float, float, float, float)">applyForce
</A></B>(float
forceX,
float
forceY,
float
pointX,
float
pointY)
</CODE>
<BR>
Apply a force at a world point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForce(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)">applyForce
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> force,
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</CODE>
<BR>
Apply a force at a world point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForceToCenter(float, float)">applyForceToCenter
</A></B>(float
forceX,
float
forceY)
</CODE>
<BR>
Apply a force to the center of mass.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForceToCenter(com.badlogic.gdx.math.Vector2)">applyForceToCenter
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> force)
</CODE>
<BR>
Apply a force to the center of mass.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyLinearImpulse(float, float, float, float)">applyLinearImpulse
</A></B>(float
impulseX,
float
impulseY,
float
pointX,
float
pointY)
</CODE>
<BR>
Apply an impulse at a point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyLinearImpulse(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)">applyLinearImpulse
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> impulse,
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</CODE>
<BR>
Apply an impulse at a point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyTorque(float)">applyTorque
</A></B>(float
torque)
</CODE>
<BR>
Apply a torque.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#createFixture(com.badlogic.gdx.physics.box2d.FixtureDef)">createFixture
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html" title="class in com.badlogic.gdx.physics.box2d">FixtureDef
</A> def)
</CODE>
<BR>
Creates a fixture and attach it to this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#createFixture(com.badlogic.gdx.physics.box2d.Shape, float)">createFixture
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A> shape,
float
density)
</CODE>
<BR>
Creates a fixture from a shape and attach it to this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#destroyFixture(com.badlogic.gdx.physics.box2d.Fixture)">destroyFixture
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A> fixture)
</CODE>
<BR>
Destroy a fixture.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngle()">getAngle
</A></B>()
</CODE>
<BR>
Get the angle in radians.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngularDamping()">getAngularDamping
</A></B>()
</CODE>
<BR>
Get the angular damping of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngularVelocity()">getAngularVelocity
</A></B>()
</CODE>
<BR>
Get the angular velocity.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A>></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getFixtureList()">getFixtureList
</A></B>()
</CODE>
<BR>
Get the list of all fixtures attached to this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getGravityScale()">getGravityScale
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getInertia()">getInertia
</A></B>()
</CODE>
<BR>
Get the rotational inertia of the body about the local origin.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge
</A>></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getJointList()">getJointList
</A></B>()
</CODE>
<BR>
Get the list of all joints attached to this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearDamping()">getLinearDamping
</A></B>()
</CODE>
<BR>
Get the linear damping of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocity()">getLinearVelocity
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocityFromLocalPoint(com.badlogic.gdx.math.Vector2)">getLinearVelocityFromLocalPoint
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localPoint)
</CODE>
<BR>
Get the world velocity of a local point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocityFromWorldPoint(com.badlogic.gdx.math.Vector2)">getLinearVelocityFromWorldPoint
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldPoint)
</CODE>
<BR>
Get the world linear velocity of a world point attached to this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalCenter()">getLocalCenter
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalPoint(com.badlogic.gdx.math.Vector2)">getLocalPoint
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldPoint)
</CODE>
<BR>
Gets a local point relative to the body's origin given a world point.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalVector(com.badlogic.gdx.math.Vector2)">getLocalVector
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldVector)
</CODE>
<BR>
Gets a local vector given a world vector.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getMass()">getMass
</A></B>()
</CODE>
<BR>
Get the total mass of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getMassData()">getMassData
</A></B>()
</CODE>
<BR>
Get the mass data of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getPosition()">getPosition
</A></B>()
</CODE>
<BR>
Get the world body origin position.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Transform.html" title="class in com.badlogic.gdx.physics.box2d">Transform
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getTransform()">getTransform
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getType()">getType
</A></B>()
</CODE>
<BR>
Get the type of this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.Object
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getUserData()">getUserData
</A></B>()
</CODE>
<BR>
Get the user data
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorld()">getWorld
</A></B>()
</CODE>
<BR>
Get the parent world of this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldCenter()">getWorldCenter
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldPoint(com.badlogic.gdx.math.Vector2)">getWorldPoint
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localPoint)
</CODE>
<BR>
Get the world coordinates of a point given the local coordinates.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldVector(com.badlogic.gdx.math.Vector2)">getWorldVector
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localVector)
</CODE>
<BR>
Get the world coordinates of a vector given the local coordinates.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isActive()">isActive
</A></B>()
</CODE>
<BR>
Get the active state of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isAwake()">isAwake
</A></B>()
</CODE>
<BR>
Get the sleeping state of this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isBullet()">isBullet
</A></B>()
</CODE>
<BR>
Is this body treated like a bullet for continuous collision detection?
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isFixedRotation()">isFixedRotation
</A></B>()
</CODE>
<BR>
Does this body have fixed rotation?
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isSleepingAllowed()">isSleepingAllowed
</A></B>()
</CODE>
<BR>
Is this body allowed to sleep
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#reset(long)">reset
</A></B>(long
addr)
</CODE>
<BR>
Resets this body after fetching it from the
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeBodies"><CODE>World.freeBodies
</CODE></A> Pool.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#resetMassData()">resetMassData
</A></B>()
</CODE>
<BR>
This resets the mass properties to the sum of the mass properties of the fixtures.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setActive(boolean)">setActive
</A></B>(boolean
flag)
</CODE>
<BR>
Set the active state of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAngularDamping(float)">setAngularDamping
</A></B>(float
angularDamping)
</CODE>
<BR>
Set the angular damping of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAngularVelocity(float)">setAngularVelocity
</A></B>(float
omega)
</CODE>
<BR>
Set the angular velocity.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAwake(boolean)">setAwake
</A></B>(boolean
flag)
</CODE>
<BR>
Set the sleep state of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setBullet(boolean)">setBullet
</A></B>(boolean
flag)
</CODE>
<BR>
Should this body be treated like a bullet for continuous collision detection?
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setFixedRotation(boolean)">setFixedRotation
</A></B>(boolean
flag)
</CODE>
<BR>
Set this body to have fixed rotation.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setGravityScale(float)">setGravityScale
</A></B>(float
scale)
</CODE>
<BR>
Sets the gravity scale of the body
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearDamping(float)">setLinearDamping
</A></B>(float
linearDamping)
</CODE>
<BR>
Set the linear damping of the body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearVelocity(float, float)">setLinearVelocity
</A></B>(float
vX,
float
vY)
</CODE>
<BR>
Set the linear velocity of the center of mass.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearVelocity(com.badlogic.gdx.math.Vector2)">setLinearVelocity
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> v)
</CODE>
<BR>
Set the linear velocity of the center of mass.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setMassData(com.badlogic.gdx.physics.box2d.MassData)">setMassData
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData
</A> data)
</CODE>
<BR>
Set the mass properties to override the mass properties of the fixtures.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setSleepingAllowed(boolean)">setSleepingAllowed
</A></B>(boolean
flag)
</CODE>
<BR>
You can disable sleeping on this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setTransform(float, float, float)">setTransform
</A></B>(float
x,
float
y,
float
angle)
</CODE>
<BR>
Set the position of the body's origin and rotation.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setTransform(com.badlogic.gdx.math.Vector2, float)">setTransform
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> position,
float
angle)
</CODE>
<BR>
Set the position of the body's origin and rotation.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setType(com.badlogic.gdx.physics.box2d.BodyDef.BodyType)">setType
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType
</A> type)
</CODE>
<BR>
Set the type of this body.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setUserData(java.lang.Object)">setUserData
</A></B>(java.lang.Object
userData)
</CODE>
<BR>
Set the user data
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="addr"><!-- --></A><H3>
addr
</H3>
<PRE>
protected long
<B>addr
</B></PRE>
<DL>
<DD>the address of the body
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="joints"><!-- --></A><H3>
joints
</H3>
<PRE>
protected java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge
</A>> <B>joints
</B></PRE>
<DL>
<DD>Joints of this body
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="localPoint2"><!-- --></A><H3>
localPoint2
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>localPoint2
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="localVector"><!-- --></A><H3>
localVector
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>localVector
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="linVelWorld"><!-- --></A><H3>
linVelWorld
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>linVelWorld
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="linVelLoc"><!-- --></A><H3>
linVelLoc
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>linVelLoc
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="Body(com.badlogic.gdx.physics.box2d.World, long)"><!-- --></A><H3>
Body
</H3>
<PRE>
protected
<B>Body
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World
</A> world,
long
addr)
</PRE>
<DL>
<DD>Constructs a new body with the given address
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>world
</CODE> - the world
<DD><CODE>addr
</CODE> - the address
</DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="reset(long)"><!-- --></A><H3>
reset
</H3>
<PRE>
protected void
<B>reset
</B>(long
addr)
</PRE>
<DL>
<DD>Resets this body after fetching it from the
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeBodies"><CODE>World.freeBodies
</CODE></A> Pool.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="createFixture(com.badlogic.gdx.physics.box2d.FixtureDef)"><!-- --></A><H3>
createFixture
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A> <B>createFixture
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html" title="class in com.badlogic.gdx.physics.box2d">FixtureDef
</A> def)
</PRE>
<DL>
<DD>Creates a fixture and attach it to this body. Use this function if you need to set some fixture parameters, like friction.
Otherwise you can create the fixture directly from a shape. If the density is non-zero, this function automatically updates
the mass of the body. Contacts are not created until the next time step.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>def
</CODE> - the fixture definition.
</DL>
</DD>
</DL>
<HR>
<A NAME="createFixture(com.badlogic.gdx.physics.box2d.Shape, float)"><!-- --></A><H3>
createFixture
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A> <B>createFixture
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A> shape,
float
density)
</PRE>
<DL>
<DD>Creates a fixture from a shape and attach it to this body. This is a convenience function. Use b2FixtureDef if you need to
set parameters like friction, restitution, user data, or filtering. If the density is non-zero, this function automatically
updates the mass of the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>shape
</CODE> - the shape to be cloned.
<DD><CODE>density
</CODE> - the shape density (set to zero for static bodies).
</DL>
</DD>
</DL>
<HR>
<A NAME="destroyFixture(com.badlogic.gdx.physics.box2d.Fixture)"><!-- --></A><H3>
destroyFixture
</H3>
<PRE>
public void
<B>destroyFixture
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A> fixture)
</PRE>
<DL>
<DD>Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture.
This will automatically adjust the mass of the body if the body is dynamic and the fixture has positive density. All
fixtures attached to a body are implicitly destroyed when the body is destroyed.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>fixture
</CODE> - the fixture to be removed.
</DL>
</DD>
</DL>
<HR>
<A NAME="setTransform(com.badlogic.gdx.math.Vector2, float)"><!-- --></A><H3>
setTransform
</H3>
<PRE>
public void
<B>setTransform
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> position,
float
angle)
</PRE>
<DL>
<DD>Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>position
</CODE> - the world position of the body's local origin.
<DD><CODE>angle
</CODE> - the world rotation in radians.
</DL>
</DD>
</DL>
<HR>
<A NAME="setTransform(float, float, float)"><!-- --></A><H3>
setTransform
</H3>
<PRE>
public void
<B>setTransform
</B>(float
x,
float
y,
float
angle)
</PRE>
<DL>
<DD>Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a
body's transform may cause non-physical behavior.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>x
</CODE> - the world position on the x-axis
<DD><CODE>y
</CODE> - the world position on the y-axis
<DD><CODE>angle
</CODE> - the world rotation in radians.
</DL>
</DD>
</DL>
<HR>
<A NAME="getTransform()"><!-- --></A><H3>
getTransform
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Transform.html" title="class in com.badlogic.gdx.physics.box2d">Transform
</A> <B>getTransform
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getPosition()"><!-- --></A><H3>
getPosition
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getPosition
</B>()
</PRE>
<DL>
<DD>Get the world body origin position.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the world position of the body's origin.
</DL>
</DD>
</DL>
<HR>
<A NAME="getAngle()"><!-- --></A><H3>
getAngle
</H3>
<PRE>
public float
<B>getAngle
</B>()
</PRE>
<DL>
<DD>Get the angle in radians.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the current world rotation angle in radians.
</DL>
</DD>
</DL>
<HR>
<A NAME="getWorldCenter()"><!-- --></A><H3>
getWorldCenter
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getWorldCenter
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getLocalCenter()"><!-- --></A><H3>
getLocalCenter
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLocalCenter
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setLinearVelocity(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
setLinearVelocity
</H3>
<PRE>
public void
<B>setLinearVelocity
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> v)
</PRE>
<DL>
<DD>Set the linear velocity of the center of mass.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setLinearVelocity(float, float)"><!-- --></A><H3>
setLinearVelocity
</H3>
<PRE>
public void
<B>setLinearVelocity
</B>(float
vX,
float
vY)
</PRE>
<DL>
<DD>Set the linear velocity of the center of mass.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getLinearVelocity()"><!-- --></A><H3>
getLinearVelocity
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLinearVelocity
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setAngularVelocity(float)"><!-- --></A><H3>
setAngularVelocity
</H3>
<PRE>
public void
<B>setAngularVelocity
</B>(float
omega)
</PRE>
<DL>
<DD>Set the angular velocity.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getAngularVelocity()"><!-- --></A><H3>
getAngularVelocity
</H3>
<PRE>
public float
<B>getAngularVelocity
</B>()
</PRE>
<DL>
<DD>Get the angular velocity.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="applyForce(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
applyForce
</H3>
<PRE>
public void
<B>applyForce
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> force,
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</PRE>
<DL>
<DD>Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>force
</CODE> - the world force vector, usually in Newtons (N).
<DD><CODE>point
</CODE> - the world position of the point of application.
</DL>
</DD>
</DL>
<HR>
<A NAME="applyForce(float, float, float, float)"><!-- --></A><H3>
applyForce
</H3>
<PRE>
public void
<B>applyForce
</B>(float
forceX,
float
forceY,
float
pointX,
float
pointY)
</PRE>
<DL>
<DD>Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the
angular velocity. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>forceX
</CODE> - the world force vector on x, usually in Newtons (N).
<DD><CODE>forceY
</CODE> - the world force vector on y, usually in Newtons (N).
<DD><CODE>pointX
</CODE> - the world position of the point of application on x.
<DD><CODE>pointY
</CODE> - the world position of the point of application on y.
</DL>
</DD>
</DL>
<HR>
<A NAME="applyForceToCenter(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
applyForceToCenter
</H3>
<PRE>
public void
<B>applyForceToCenter
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> force)
</PRE>
<DL>
<DD>Apply a force to the center of mass. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>force
</CODE> - the world force vector, usually in Newtons (N).
</DL>
</DD>
</DL>
<HR>
<A NAME="applyForceToCenter(float, float)"><!-- --></A><H3>
applyForceToCenter
</H3>
<PRE>
public void
<B>applyForceToCenter
</B>(float
forceX,
float
forceY)
</PRE>
<DL>
<DD>Apply a force to the center of mass. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>forceX
</CODE> - the world force vector, usually in Newtons (N).
<DD><CODE>forceY
</CODE> - the world force vector, usually in Newtons (N).
</DL>
</DD>
</DL>
<HR>
<A NAME="applyTorque(float)"><!-- --></A><H3>
applyTorque
</H3>
<PRE>
public void
<B>applyTorque
</B>(float
torque)
</PRE>
<DL>
<DD>Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up
the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>torque
</CODE> - about the z-axis (out of the screen), usually in N-m.
</DL>
</DD>
</DL>
<HR>
<A NAME="applyLinearImpulse(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
applyLinearImpulse
</H3>
<PRE>
public void
<B>applyLinearImpulse
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> impulse,
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</PRE>
<DL>
<DD>Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>impulse
</CODE> - the world impulse vector, usually in N-seconds or kg-m/s.
<DD><CODE>point
</CODE> - the world position of the point of application.
</DL>
</DD>
</DL>
<HR>
<A NAME="applyLinearImpulse(float, float, float, float)"><!-- --></A><H3>
applyLinearImpulse
</H3>
<PRE>
public void
<B>applyLinearImpulse
</B>(float
impulseX,
float
impulseY,
float
pointX,
float
pointY)
</PRE>
<DL>
<DD>Apply an impulse at a point. This immediately modifies the velocity. It also modifies the angular velocity if the point of
application is not at the center of mass. This wakes up the body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>impulseX
</CODE> - the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.
<DD><CODE>impulseY
</CODE> - the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.
<DD><CODE>pointX
</CODE> - the world position of the point of application on the x-axis.
<DD><CODE>pointY
</CODE> - the world position of the point of application on the y-axis.
</DL>
</DD>
</DL>
<HR>
<A NAME="applyAngularImpulse(float)"><!-- --></A><H3>
applyAngularImpulse
</H3>
<PRE>
public void
<B>applyAngularImpulse
</B>(float
impulse)
</PRE>
<DL>
<DD>Apply an angular impulse.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>impulse
</CODE> - the angular impulse in units of kg*m*m/s
</DL>
</DD>
</DL>
<HR>
<A NAME="getMass()"><!-- --></A><H3>
getMass
</H3>
<PRE>
public float
<B>getMass
</B>()
</PRE>
<DL>
<DD>Get the total mass of the body.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the mass, usually in kilograms (kg).
</DL>
</DD>
</DL>
<HR>
<A NAME="getInertia()"><!-- --></A><H3>
getInertia
</H3>
<PRE>
public float
<B>getInertia
</B>()
</PRE>
<DL>
<DD>Get the rotational inertia of the body about the local origin.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the rotational inertia, usually in kg-m^2.
</DL>
</DD>
</DL>
<HR>
<A NAME="getMassData()"><!-- --></A><H3>
getMassData
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData
</A> <B>getMassData
</B>()
</PRE>
<DL>
<DD>Get the mass data of the body.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>a struct containing the mass, inertia and center of the body.
</DL>
</DD>
</DL>
<HR>
<A NAME="setMassData(com.badlogic.gdx.physics.box2d.MassData)"><!-- --></A><H3>
setMassData
</H3>
<PRE>
public void
<B>setMassData
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData
</A> data)
</PRE>
<DL>
<DD>Set the mass properties to override the mass properties of the fixtures. Note that this changes the center of mass position.
Note that creating or destroying fixtures can also alter the mass. This function has no effect if the body isn't dynamic.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>data
</CODE> - the mass properties.
</DL>
</DD>
</DL>
<HR>
<A NAME="resetMassData()"><!-- --></A><H3>
resetMassData
</H3>
<PRE>
public void
<B>resetMassData
</B>()
</PRE>
<DL>
<DD>This resets the mass properties to the sum of the mass properties of the fixtures. This normally does not need to be called
unless you called SetMassData to override the mass and you later want to reset the mass.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getWorldPoint(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getWorldPoint
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getWorldPoint
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localPoint)
</PRE>
<DL>
<DD>Get the world coordinates of a point given the local coordinates.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>localPoint
</CODE> - a point on the body measured relative the the body's origin.
<DT><B>Returns:
</B><DD>the same point expressed in world coordinates.
</DL>
</DD>
</DL>
<HR>
<A NAME="getWorldVector(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getWorldVector
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getWorldVector
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localVector)
</PRE>
<DL>
<DD>Get the world coordinates of a vector given the local coordinates.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>localVector
</CODE> - a vector fixed in the body.
<DT><B>Returns:
</B><DD>the same vector expressed in world coordinates.
</DL>
</DD>
</DL>
<HR>
<A NAME="getLocalPoint(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getLocalPoint
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLocalPoint
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldPoint)
</PRE>
<DL>
<DD>Gets a local point relative to the body's origin given a world point.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>worldPoint
</CODE> - a point in world coordinates.
<DT><B>Returns:
</B><DD>the corresponding local point relative to the body's origin.
</DL>
</DD>
</DL>
<HR>
<A NAME="getLocalVector(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getLocalVector
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLocalVector
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldVector)
</PRE>
<DL>
<DD>Gets a local vector given a world vector.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>worldVector
</CODE> - a vector in world coordinates.
<DT><B>Returns:
</B><DD>the corresponding local vector.
</DL>
</DD>
</DL>
<HR>
<A NAME="getLinearVelocityFromWorldPoint(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getLinearVelocityFromWorldPoint
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLinearVelocityFromWorldPoint
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> worldPoint)
</PRE>
<DL>
<DD>Get the world linear velocity of a world point attached to this body.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>worldPoint
</CODE> - a point in world coordinates.
<DT><B>Returns:
</B><DD>the world velocity of a point.
</DL>
</DD>
</DL>
<HR>
<A NAME="getLinearVelocityFromLocalPoint(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
getLinearVelocityFromLocalPoint
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>getLinearVelocityFromLocalPoint
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> localPoint)
</PRE>
<DL>
<DD>Get the world velocity of a local point.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>localPoint
</CODE> - a point in local coordinates.
<DT><B>Returns:
</B><DD>the world velocity of a point.
</DL>
</DD>
</DL>
<HR>
<A NAME="getLinearDamping()"><!-- --></A><H3>
getLinearDamping
</H3>
<PRE>
public float
<B>getLinearDamping
</B>()
</PRE>
<DL>
<DD>Get the linear damping of the body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setLinearDamping(float)"><!-- --></A><H3>
setLinearDamping
</H3>
<PRE>
public void
<B>setLinearDamping
</B>(float
linearDamping)
</PRE>
<DL>
<DD>Set the linear damping of the body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getAngularDamping()"><!-- --></A><H3>
getAngularDamping
</H3>
<PRE>
public float
<B>getAngularDamping
</B>()
</PRE>
<DL>
<DD>Get the angular damping of the body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setAngularDamping(float)"><!-- --></A><H3>
setAngularDamping
</H3>
<PRE>
public void
<B>setAngularDamping
</B>(float
angularDamping)
</PRE>
<DL>
<DD>Set the angular damping of the body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setType(com.badlogic.gdx.physics.box2d.BodyDef.BodyType)"><!-- --></A><H3>
setType
</H3>
<PRE>
public void
<B>setType
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType
</A> type)
</PRE>
<DL>
<DD>Set the type of this body. This may alter the mass and velocity.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getType()"><!-- --></A><H3>
getType
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType
</A> <B>getType
</B>()
</PRE>
<DL>
<DD>Get the type of this body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setBullet(boolean)"><!-- --></A><H3>
setBullet
</H3>
<PRE>
public void
<B>setBullet
</B>(boolean
flag)
</PRE>
<DL>
<DD>Should this body be treated like a bullet for continuous collision detection?
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isBullet()"><!-- --></A><H3>
isBullet
</H3>
<PRE>
public boolean
<B>isBullet
</B>()
</PRE>
<DL>
<DD>Is this body treated like a bullet for continuous collision detection?
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setSleepingAllowed(boolean)"><!-- --></A><H3>
setSleepingAllowed
</H3>
<PRE>
public void
<B>setSleepingAllowed
</B>(boolean
flag)
</PRE>
<DL>
<DD>You can disable sleeping on this body. If you disable sleeping, the
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isSleepingAllowed()"><!-- --></A><H3>
isSleepingAllowed
</H3>
<PRE>
public boolean
<B>isSleepingAllowed
</B>()
</PRE>
<DL>
<DD>Is this body allowed to sleep
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setAwake(boolean)"><!-- --></A><H3>
setAwake
</H3>
<PRE>
public void
<B>setAwake
</B>(boolean
flag)
</PRE>
<DL>
<DD>Set the sleep state of the body. A sleeping body has very low CPU cost.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>flag
</CODE> - set to true to put body to sleep, false to wake it.
</DL>
</DD>
</DL>
<HR>
<A NAME="isAwake()"><!-- --></A><H3>
isAwake
</H3>
<PRE>
public boolean
<B>isAwake
</B>()
</PRE>
<DL>
<DD>Get the sleeping state of this body.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>true if the body is sleeping.
</DL>
</DD>
</DL>
<HR>
<A NAME="setActive(boolean)"><!-- --></A><H3>
setActive
</H3>
<PRE>
public void
<B>setActive
</B>(boolean
flag)
</PRE>
<DL>
<DD>Set the active state of the body. An inactive body is not simulated and cannot be collided with or woken up. If you pass a
flag of true, all fixtures will be added to the broad-phase. If you pass a flag of false, all fixtures will be removed from
the broad-phase and all contacts will be destroyed. Fixtures and joints are otherwise unaffected. You may continue to
create/destroy fixtures and joints on inactive bodies. Fixtures on an inactive body are implicitly inactive and will not
participate in collisions, ray-casts, or queries. Joints connected to an inactive body are implicitly inactive. An inactive
body is still owned by a b2World object and remains in the body list.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isActive()"><!-- --></A><H3>
isActive
</H3>
<PRE>
public boolean
<B>isActive
</B>()
</PRE>
<DL>
<DD>Get the active state of the body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFixedRotation(boolean)"><!-- --></A><H3>
setFixedRotation
</H3>
<PRE>
public void
<B>setFixedRotation
</B>(boolean
flag)
</PRE>
<DL>
<DD>Set this body to have fixed rotation. This causes the mass to be reset.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isFixedRotation()"><!-- --></A><H3>
isFixedRotation
</H3>
<PRE>
public boolean
<B>isFixedRotation
</B>()
</PRE>
<DL>
<DD>Does this body have fixed rotation?
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getFixtureList()"><!-- --></A><H3>
getFixtureList
</H3>
<PRE>
public java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture
</A>> <B>getFixtureList
</B>()
</PRE>
<DL>
<DD>Get the list of all fixtures attached to this body. Do not modify the list!
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getJointList()"><!-- --></A><H3>
getJointList
</H3>
<PRE>
public java.util.ArrayList
<<A HREF="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge
</A>> <B>getJointList
</B>()
</PRE>
<DL>
<DD>Get the list of all joints attached to this body. Do not modify the list!
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getGravityScale()"><!-- --></A><H3>
getGravityScale
</H3>
<PRE>
public float
<B>getGravityScale
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>Get the gravity scale of the body.
</DL>
</DD>
</DL>
<HR>
<A NAME="setGravityScale(float)"><!-- --></A><H3>
setGravityScale
</H3>
<PRE>
public void
<B>setGravityScale
</B>(float
scale)
</PRE>
<DL>
<DD>Sets the gravity scale of the body
<P>
<DD><DL>
</DL>
</DD>
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<A NAME="getWorld()"><!-- --></A><H3>
getWorld
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World
</A> <B>getWorld
</B>()
</PRE>
<DL>
<DD>Get the parent world of this body.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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<A NAME="getUserData()"><!-- --></A><H3>
getUserData
</H3>
<PRE>
public java.lang.Object
<B>getUserData
</B>()
</PRE>
<DL>
<DD>Get the user data
<P>
<DD><DL>
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<HR>
<A NAME="setUserData(java.lang.Object)"><!-- --></A><H3>
setUserData
</H3>
<PRE>
public void
<B>setUserData
</B>(java.lang.Object
userData)
</PRE>
<DL>
<DD>Set the user data
<P>
<DD><DL>
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