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BodyDef (libgdx API)
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com.badlogic.gdx.physics.box2d
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Class BodyDef
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.BodyDef
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>BodyDef
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
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.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
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<CODE>static
class
</CODE></FONT></TD>
<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>
<BR>
The body type.
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<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#active">active
</A></B></CODE>
<BR>
Does this body start out active?
</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/BodyDef.html#allowSleep">allowSleep
</A></B></CODE>
<BR>
Set this flag to false if this body should never fall asleep.
</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/BodyDef.html#angle">angle
</A></B></CODE>
<BR>
The world angle of the body 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/BodyDef.html#angularDamping">angularDamping
</A></B></CODE>
<BR>
Angular damping is use to reduce the angular velocity.
</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#angularVelocity">angularVelocity
</A></B></CODE>
<BR>
The angular velocity 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/BodyDef.html#awake">awake
</A></B></CODE>
<BR>
Is this body initially awake or sleeping?
</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/BodyDef.html#bullet">bullet
</A></B></CODE>
<BR>
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.
</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/BodyDef.html#fixedRotation">fixedRotation
</A></B></CODE>
<BR>
Should this body be prevented from rotating? Useful for characters.
</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/BodyDef.html#gravityScale">gravityScale
</A></B></CODE>
<BR>
Scale the gravity applied 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/BodyDef.html#linearDamping">linearDamping
</A></B></CODE>
<BR>
Linear damping is use to reduce the linear velocity.
</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/BodyDef.html#linearVelocity">linearVelocity
</A></B></CODE>
<BR>
The linear velocity of the body's origin in world co-ordinates.
</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/BodyDef.html#position">position
</A></B></CODE>
<BR>
The world position 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/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/BodyDef.html#type">type
</A></B></CODE>
<BR>
The body type: static, kinematic, or dynamic.
</TD>
</TR>
</TABLE>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.html#BodyDef()">BodyDef
</A></B>()
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<A NAME="type"><!-- --></A><H3>
type
</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>type
</B></PRE>
<DL>
<DD>The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="position"><!-- --></A><H3>
position
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>position
</B></PRE>
<DL>
<DD>The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="angle"><!-- --></A><H3>
angle
</H3>
<PRE>
public float
<B>angle
</B></PRE>
<DL>
<DD>The world angle of the body in radians.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="linearVelocity"><!-- --></A><H3>
linearVelocity
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> <B>linearVelocity
</B></PRE>
<DL>
<DD>The linear velocity of the body's origin in world co-ordinates.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="angularVelocity"><!-- --></A><H3>
angularVelocity
</H3>
<PRE>
public float
<B>angularVelocity
</B></PRE>
<DL>
<DD>The angular velocity of the body.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="linearDamping"><!-- --></A><H3>
linearDamping
</H3>
<PRE>
public float
<B>linearDamping
</B></PRE>
<DL>
<DD>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.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="angularDamping"><!-- --></A><H3>
angularDamping
</H3>
<PRE>
public float
<B>angularDamping
</B></PRE>
<DL>
<DD>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.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="allowSleep"><!-- --></A><H3>
allowSleep
</H3>
<PRE>
public boolean
<B>allowSleep
</B></PRE>
<DL>
<DD>Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="awake"><!-- --></A><H3>
awake
</H3>
<PRE>
public boolean
<B>awake
</B></PRE>
<DL>
<DD>Is this body initially awake or sleeping?
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="fixedRotation"><!-- --></A><H3>
fixedRotation
</H3>
<PRE>
public boolean
<B>fixedRotation
</B></PRE>
<DL>
<DD>Should this body be prevented from rotating? Useful for characters.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="bullet"><!-- --></A><H3>
bullet
</H3>
<PRE>
public boolean
<B>bullet
</B></PRE>
<DL>
<DD>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.
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="active"><!-- --></A><H3>
active
</H3>
<PRE>
public boolean
<B>active
</B></PRE>
<DL>
<DD>Does this body start out active?
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="gravityScale"><!-- --></A><H3>
gravityScale
</H3>
<PRE>
public float
<B>gravityScale
</B></PRE>
<DL>
<DD>Scale the gravity applied to this body.
<P>
<DL>
</DL>
</DL>
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<A NAME="BodyDef()"><!-- --></A><H3>
BodyDef
</H3>
<PRE>
public
<B>BodyDef
</B>()
</PRE>
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