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<div class="subTitle">com.badlogic.gdx.physics.box2d</div>
<h2 title="Class Body" class="title">Class Body</h2>
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<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object</li>
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<li>com.badlogic.gdx.physics.box2d.Body</li>
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<pre>public class <span class="strong">Body</span>
extends java.lang.Object</pre>
<div class="block">A rigid body. These are created via World.CreateBody.</div>
<dl><dt><span class="strong">Author:</span></dt>
  <dd>mzechner</dd></dl>
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<td class="colFirst"><code>protected long</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#addr">addr</a></strong></code>
<div class="block">the address of the body</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>protected <a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge</a>&gt;</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#joints">joints</a></strong></code>
<div class="block">Joints of this body</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#linVelLoc">linVelLoc</a></strong></code>&nbsp;</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#linVelWorld">linVelWorld</a></strong></code>&nbsp;</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#localPoint2">localPoint2</a></strong></code>&nbsp;</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#localVector">localVector</a></strong></code>&nbsp;</td>
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<td class="colFirst"><code>protected </code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#Body(com.badlogic.gdx.physics.box2d.World, long)">Body</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</a>&nbsp;world,
    long&nbsp;addr)</code>
<div class="block">Constructs a new body with the given address</div>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyAngularImpulse(float, boolean)">applyAngularImpulse</a></strong>(float&nbsp;impulse,
                   boolean&nbsp;wake)</code>
<div class="block">Apply an angular impulse.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForce(float, float, float, float, boolean)">applyForce</a></strong>(float&nbsp;forceX,
          float&nbsp;forceY,
          float&nbsp;pointX,
          float&nbsp;pointY,
          boolean&nbsp;wake)</code>
<div class="block">Apply a force at a world point.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForce(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, boolean)">applyForce</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;force,
          <a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;point,
          boolean&nbsp;wake)</code>
<div class="block">Apply a force at a world point.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForceToCenter(float, float, boolean)">applyForceToCenter</a></strong>(float&nbsp;forceX,
                  float&nbsp;forceY,
                  boolean&nbsp;wake)</code>
<div class="block">Apply a force to the center of mass.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyForceToCenter(com.badlogic.gdx.math.Vector2, boolean)">applyForceToCenter</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;force,
                  boolean&nbsp;wake)</code>
<div class="block">Apply a force to the center of mass.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyLinearImpulse(float, float, float, float, boolean)">applyLinearImpulse</a></strong>(float&nbsp;impulseX,
                  float&nbsp;impulseY,
                  float&nbsp;pointX,
                  float&nbsp;pointY,
                  boolean&nbsp;wake)</code>
<div class="block">Apply an impulse at a point.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyLinearImpulse(com.badlogic.gdx.math.Vector2, com.badlogic.gdx.math.Vector2, boolean)">applyLinearImpulse</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;impulse,
                  <a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;point,
                  boolean&nbsp;wake)</code>
<div class="block">Apply an impulse at a point.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#applyTorque(float, boolean)">applyTorque</a></strong>(float&nbsp;torque,
           boolean&nbsp;wake)</code>
<div class="block">Apply a torque.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#createFixture(com.badlogic.gdx.physics.box2d.FixtureDef)">createFixture</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html" title="class in com.badlogic.gdx.physics.box2d">FixtureDef</a>&nbsp;def)</code>
<div class="block">Creates a fixture and attach it to this body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#createFixture(com.badlogic.gdx.physics.box2d.Shape, float)">createFixture</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape</a>&nbsp;shape,
             float&nbsp;density)</code>
<div class="block">Creates a fixture from a shape and attach it to this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#destroyFixture(com.badlogic.gdx.physics.box2d.Fixture)">destroyFixture</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&nbsp;fixture)</code>
<div class="block">Destroy a fixture.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngle()">getAngle</a></strong>()</code>
<div class="block">Get the angle in radians.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngularDamping()">getAngularDamping</a></strong>()</code>
<div class="block">Get the angular damping of the body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getAngularVelocity()">getAngularVelocity</a></strong>()</code>
<div class="block">Get the angular velocity.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&gt;</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getFixtureList()">getFixtureList</a></strong>()</code>
<div class="block">Get the list of all fixtures attached to this body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getGravityScale()">getGravityScale</a></strong>()</code>&nbsp;</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getInertia()">getInertia</a></strong>()</code>
<div class="block">Get the rotational inertia of the body about the local origin.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge</a>&gt;</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getJointList()">getJointList</a></strong>()</code>
<div class="block">Get the list of all joints attached to this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearDamping()">getLinearDamping</a></strong>()</code>
<div class="block">Get the linear damping of the body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocity()">getLinearVelocity</a></strong>()</code>
<div class="block">Get the linear velocity of the center of mass.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocityFromLocalPoint(com.badlogic.gdx.math.Vector2)">getLinearVelocityFromLocalPoint</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localPoint)</code>
<div class="block">Get the world velocity of a local point.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLinearVelocityFromWorldPoint(com.badlogic.gdx.math.Vector2)">getLinearVelocityFromWorldPoint</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldPoint)</code>
<div class="block">Get the world linear velocity of a world point attached to this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalCenter()">getLocalCenter</a></strong>()</code>
<div class="block">Get the local position of the center of mass.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalPoint(com.badlogic.gdx.math.Vector2)">getLocalPoint</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldPoint)</code>
<div class="block">Gets a local point relative to the body's origin given a world point.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getLocalVector(com.badlogic.gdx.math.Vector2)">getLocalVector</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldVector)</code>
<div class="block">Gets a local vector given a world vector.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>float</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getMass()">getMass</a></strong>()</code>
<div class="block">Get the total mass of the body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getMassData()">getMassData</a></strong>()</code>
<div class="block">Get the mass data of the body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getPosition()">getPosition</a></strong>()</code>
<div class="block">Get the world body origin position.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/Transform.html" title="class in com.badlogic.gdx.physics.box2d">Transform</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getTransform()">getTransform</a></strong>()</code>
<div class="block">Get the body transform for the body's origin.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getType()">getType</a></strong>()</code>
<div class="block">Get the type of this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>java.lang.Object</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getUserData()">getUserData</a></strong>()</code>
<div class="block">Get the user data</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorld()">getWorld</a></strong>()</code>
<div class="block">Get the parent world of this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldCenter()">getWorldCenter</a></strong>()</code>
<div class="block">Get the world position of the center of mass.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldPoint(com.badlogic.gdx.math.Vector2)">getWorldPoint</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localPoint)</code>
<div class="block">Get the world coordinates of a point given the local coordinates.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#getWorldVector(com.badlogic.gdx.math.Vector2)">getWorldVector</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localVector)</code>
<div class="block">Get the world coordinates of a vector given the local coordinates.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isActive()">isActive</a></strong>()</code>
<div class="block">Get the active state of the body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isAwake()">isAwake</a></strong>()</code>
<div class="block">Get the sleeping state of this body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isBullet()">isBullet</a></strong>()</code>
<div class="block">Is this body treated like a bullet for continuous collision detection?</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isFixedRotation()">isFixedRotation</a></strong>()</code>
<div class="block">Does this body have fixed rotation?</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#isSleepingAllowed()">isSleepingAllowed</a></strong>()</code>
<div class="block">Is this body allowed to sleep</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>protected void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#reset(long)">reset</a></strong>(long&nbsp;addr)</code>
<div class="block">Resets this body after fetching it from the <a href="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeBodies"><code>World.freeBodies</code></a> Pool.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#resetMassData()">resetMassData</a></strong>()</code>
<div class="block">This resets the mass properties to the sum of the mass properties of the fixtures.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setActive(boolean)">setActive</a></strong>(boolean&nbsp;flag)</code>
<div class="block">Set the active state of the body.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAngularDamping(float)">setAngularDamping</a></strong>(float&nbsp;angularDamping)</code>
<div class="block">Set the angular damping of the body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAngularVelocity(float)">setAngularVelocity</a></strong>(float&nbsp;omega)</code>
<div class="block">Set the angular velocity.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setAwake(boolean)">setAwake</a></strong>(boolean&nbsp;flag)</code>
<div class="block">Set the sleep state of the body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setBullet(boolean)">setBullet</a></strong>(boolean&nbsp;flag)</code>
<div class="block">Should this body be treated like a bullet for continuous collision detection?</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setFixedRotation(boolean)">setFixedRotation</a></strong>(boolean&nbsp;flag)</code>
<div class="block">Set this body to have fixed rotation.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setGravityScale(float)">setGravityScale</a></strong>(float&nbsp;scale)</code>
<div class="block">Sets the gravity scale of the body</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearDamping(float)">setLinearDamping</a></strong>(float&nbsp;linearDamping)</code>
<div class="block">Set the linear damping of the body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearVelocity(float, float)">setLinearVelocity</a></strong>(float&nbsp;vX,
                 float&nbsp;vY)</code>
<div class="block">Set the linear velocity of the center of mass.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setLinearVelocity(com.badlogic.gdx.math.Vector2)">setLinearVelocity</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;v)</code>
<div class="block">Set the linear velocity of the center of mass.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setMassData(com.badlogic.gdx.physics.box2d.MassData)">setMassData</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData</a>&nbsp;data)</code>
<div class="block">Set the mass properties to override the mass properties of the fixtures.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setSleepingAllowed(boolean)">setSleepingAllowed</a></strong>(boolean&nbsp;flag)</code>
<div class="block">You can disable sleeping on this body.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setTransform(float, float, float)">setTransform</a></strong>(float&nbsp;x,
            float&nbsp;y,
            float&nbsp;angle)</code>
<div class="block">Set the position of the body's origin and rotation.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setTransform(com.badlogic.gdx.math.Vector2, float)">setTransform</a></strong>(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;position,
            float&nbsp;angle)</code>
<div class="block">Set the position of the body's origin and rotation.</div>
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</tr>
<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setType(com.badlogic.gdx.physics.box2d.BodyDef.BodyType)">setType</a></strong>(<a href="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</a>&nbsp;type)</code>
<div class="block">Set the type of this body.</div>
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<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/physics/box2d/Body.html#setUserData(java.lang.Object)">setUserData</a></strong>(java.lang.Object&nbsp;userData)</code>
<div class="block">Set the user data</div>
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<h4>addr</h4>
<pre>protected&nbsp;long addr</pre>
<div class="block">the address of the body</div>
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<h4>joints</h4>
<pre>protected&nbsp;<a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge</a>&gt; joints</pre>
<div class="block">Joints of this body</div>
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<pre>public final&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a> localPoint2</pre>
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<pre>public final&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a> localVector</pre>
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<pre>public final&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a> linVelWorld</pre>
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<pre>public final&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a> linVelLoc</pre>
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<pre>protected&nbsp;Body(<a href="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</a>&nbsp;world,
    long&nbsp;addr)</pre>
<div class="block">Constructs a new body with the given address</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>world</code> - the world</dd><dd><code>addr</code> - the address</dd></dl>
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<pre>protected&nbsp;void&nbsp;reset(long&nbsp;addr)</pre>
<div class="block">Resets this body after fetching it from the <a href="../../../../../com/badlogic/gdx/physics/box2d/World.html#freeBodies"><code>World.freeBodies</code></a> Pool.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&nbsp;createFixture(<a href="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html" title="class in com.badlogic.gdx.physics.box2d">FixtureDef</a>&nbsp;def)</pre>
<div class="block">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
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<dl><dt><span class="strong">Parameters:</span></dt><dd><code>def</code> - the fixture definition.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&nbsp;createFixture(<a href="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape</a>&nbsp;shape,
                    float&nbsp;density)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>shape</code> - the shape to be cloned.</dd><dd><code>density</code> - the shape density (set to zero for static bodies).</dd></dl>
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<pre>public&nbsp;void&nbsp;destroyFixture(<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&nbsp;fixture)</pre>
<div class="block">Destroy a fixture. This removes the fixture from the broad-phase and destroys all contacts associated with this fixture.
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 fixtures attached to a body are implicitly destroyed when the body is destroyed.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>fixture</code> - the fixture to be removed.</dd></dl>
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<pre>public&nbsp;void&nbsp;setTransform(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;position,
                float&nbsp;angle)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>position</code> - the world position of the body's local origin.</dd><dd><code>angle</code> - the world rotation in radians.</dd></dl>
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<pre>public&nbsp;void&nbsp;setTransform(float&nbsp;x,
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                float&nbsp;angle)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the world position on the x-axis</dd><dd><code>y</code> - the world position on the y-axis</dd><dd><code>angle</code> - the world rotation in radians.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/Transform.html" title="class in com.badlogic.gdx.physics.box2d">Transform</a>&nbsp;getTransform()</pre>
<div class="block">Get the body transform for the body's origin.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getPosition()</pre>
<div class="block">Get the world body origin position.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>the world position of the body's origin.</dd></dl>
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<pre>public&nbsp;float&nbsp;getAngle()</pre>
<div class="block">Get the angle in radians.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>the current world rotation angle in radians.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getWorldCenter()</pre>
<div class="block">Get the world position of the center of mass.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLocalCenter()</pre>
<div class="block">Get the local position of the center of mass.</div>
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<div class="block">Set the linear velocity of the center of mass.</div>
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<pre>public&nbsp;void&nbsp;setLinearVelocity(float&nbsp;vX,
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<div class="block">Set the linear velocity of the center of mass.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLinearVelocity()</pre>
<div class="block">Get the linear velocity of the center of mass.</div>
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<pre>public&nbsp;void&nbsp;setAngularVelocity(float&nbsp;omega)</pre>
<div class="block">Set the angular velocity.</div>
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<pre>public&nbsp;float&nbsp;getAngularVelocity()</pre>
<div class="block">Get the angular velocity.</div>
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<pre>public&nbsp;void&nbsp;applyForce(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;force,
              <a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;point,
              boolean&nbsp;wake)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>force</code> - the world force vector, usually in Newtons (N).</dd><dd><code>point</code> - the world position of the point of application.</dd><dd><code>wake</code> - up the body</dd></dl>
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<pre>public&nbsp;void&nbsp;applyForce(float&nbsp;forceX,
              float&nbsp;forceY,
              float&nbsp;pointX,
              float&nbsp;pointY,
              boolean&nbsp;wake)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>forceX</code> - the world force vector on x, usually in Newtons (N).</dd><dd><code>forceY</code> - the world force vector on y, usually in Newtons (N).</dd><dd><code>pointX</code> - the world position of the point of application on x.</dd><dd><code>pointY</code> - the world position of the point of application on y.</dd><dd><code>wake</code> - up the body</dd></dl>
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<pre>public&nbsp;void&nbsp;applyForceToCenter(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;force,
                      boolean&nbsp;wake)</pre>
<div class="block">Apply a force to the center of mass. This wakes up the body.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>force</code> - the world force vector, usually in Newtons (N).</dd></dl>
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<pre>public&nbsp;void&nbsp;applyForceToCenter(float&nbsp;forceX,
                      float&nbsp;forceY,
                      boolean&nbsp;wake)</pre>
<div class="block">Apply a force to the center of mass. This wakes up the body.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>forceX</code> - the world force vector, usually in Newtons (N).</dd><dd><code>forceY</code> - the world force vector, usually in Newtons (N).</dd></dl>
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<pre>public&nbsp;void&nbsp;applyTorque(float&nbsp;torque,
               boolean&nbsp;wake)</pre>
<div class="block">Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass. This wakes up
 the body.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>torque</code> - about the z-axis (out of the screen), usually in N-m.</dd><dd><code>wake</code> - up the body</dd></dl>
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<pre>public&nbsp;void&nbsp;applyLinearImpulse(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;impulse,
                      <a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;point,
                      boolean&nbsp;wake)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>impulse</code> - the world impulse vector, usually in N-seconds or kg-m/s.</dd><dd><code>point</code> - the world position of the point of application.</dd><dd><code>wake</code> - up the body</dd></dl>
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<pre>public&nbsp;void&nbsp;applyLinearImpulse(float&nbsp;impulseX,
                      float&nbsp;impulseY,
                      float&nbsp;pointX,
                      float&nbsp;pointY,
                      boolean&nbsp;wake)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>impulseX</code> - the world impulse vector on the x-axis, usually in N-seconds or kg-m/s.</dd><dd><code>impulseY</code> - the world impulse vector on the y-axis, usually in N-seconds or kg-m/s.</dd><dd><code>pointX</code> - the world position of the point of application on the x-axis.</dd><dd><code>pointY</code> - the world position of the point of application on the y-axis.</dd><dd><code>wake</code> - up the body</dd></dl>
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<pre>public&nbsp;void&nbsp;applyAngularImpulse(float&nbsp;impulse,
                       boolean&nbsp;wake)</pre>
<div class="block">Apply an angular impulse.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>impulse</code> - the angular impulse in units of kg*m*m/s</dd></dl>
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<pre>public&nbsp;float&nbsp;getMass()</pre>
<div class="block">Get the total mass of the body.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>the mass, usually in kilograms (kg).</dd></dl>
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<pre>public&nbsp;float&nbsp;getInertia()</pre>
<div class="block">Get the rotational inertia of the body about the local origin.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>the rotational inertia, usually in kg-m^2.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData</a>&nbsp;getMassData()</pre>
<div class="block">Get the mass data of the body.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>a struct containing the mass, inertia and center of the body.</dd></dl>
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<pre>public&nbsp;void&nbsp;setMassData(<a href="../../../../../com/badlogic/gdx/physics/box2d/MassData.html" title="class in com.badlogic.gdx.physics.box2d">MassData</a>&nbsp;data)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>data</code> - the mass properties.</dd></dl>
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<pre>public&nbsp;void&nbsp;resetMassData()</pre>
<div class="block">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.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getWorldPoint(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localPoint)</pre>
<div class="block">Get the world coordinates of a point given the local coordinates.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>localPoint</code> - a point on the body measured relative the the body's origin.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the same point expressed in world coordinates.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getWorldVector(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localVector)</pre>
<div class="block">Get the world coordinates of a vector given the local coordinates.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>localVector</code> - a vector fixed in the body.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the same vector expressed in world coordinates.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLocalPoint(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldPoint)</pre>
<div class="block">Gets a local point relative to the body's origin given a world point.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>worldPoint</code> - a point in world coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the corresponding local point relative to the body's origin.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLocalVector(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldVector)</pre>
<div class="block">Gets a local vector given a world vector.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>worldVector</code> - a vector in world coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the corresponding local vector.</dd></dl>
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<a name="getLinearVelocityFromWorldPoint(com.badlogic.gdx.math.Vector2)">
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLinearVelocityFromWorldPoint(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;worldPoint)</pre>
<div class="block">Get the world linear velocity of a world point attached to this body.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>worldPoint</code> - a point in world coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the world velocity of a point.</dd></dl>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;getLinearVelocityFromLocalPoint(<a href="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</a>&nbsp;localPoint)</pre>
<div class="block">Get the world velocity of a local point.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>localPoint</code> - a point in local coordinates.</dd>
<dt><span class="strong">Returns:</span></dt><dd>the world velocity of a point.</dd></dl>
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<pre>public&nbsp;float&nbsp;getLinearDamping()</pre>
<div class="block">Get the linear damping of the body.</div>
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<pre>public&nbsp;void&nbsp;setLinearDamping(float&nbsp;linearDamping)</pre>
<div class="block">Set the linear damping of the body.</div>
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<pre>public&nbsp;float&nbsp;getAngularDamping()</pre>
<div class="block">Get the angular damping of the body.</div>
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<pre>public&nbsp;void&nbsp;setAngularDamping(float&nbsp;angularDamping)</pre>
<div class="block">Set the angular damping of the body.</div>
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<a name="setType(com.badlogic.gdx.physics.box2d.BodyDef.BodyType)">
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<h4>setType</h4>
<pre>public&nbsp;void&nbsp;setType(<a href="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</a>&nbsp;type)</pre>
<div class="block">Set the type of this body. This may alter the mass and velocity.</div>
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<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/BodyDef.BodyType.html" title="enum in com.badlogic.gdx.physics.box2d">BodyDef.BodyType</a>&nbsp;getType()</pre>
<div class="block">Get the type of this body.</div>
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<a name="setBullet(boolean)">
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<h4>setBullet</h4>
<pre>public&nbsp;void&nbsp;setBullet(boolean&nbsp;flag)</pre>
<div class="block">Should this body be treated like a bullet for continuous collision detection?</div>
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<pre>public&nbsp;boolean&nbsp;isBullet()</pre>
<div class="block">Is this body treated like a bullet for continuous collision detection?</div>
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<a name="setSleepingAllowed(boolean)">
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<pre>public&nbsp;void&nbsp;setSleepingAllowed(boolean&nbsp;flag)</pre>
<div class="block">You can disable sleeping on this body. If you disable sleeping, the</div>
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<pre>public&nbsp;boolean&nbsp;isSleepingAllowed()</pre>
<div class="block">Is this body allowed to sleep</div>
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<pre>public&nbsp;void&nbsp;setAwake(boolean&nbsp;flag)</pre>
<div class="block">Set the sleep state of the body. A sleeping body has very low CPU cost.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>flag</code> - set to true to put body to sleep, false to wake it.</dd></dl>
</li>
</ul>
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<pre>public&nbsp;boolean&nbsp;isAwake()</pre>
<div class="block">Get the sleeping state of this body.</div>
<dl><dt><span class="strong">Returns:</span></dt><dd>true if the body is sleeping.</dd></dl>
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<a name="setActive(boolean)">
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<pre>public&nbsp;void&nbsp;setActive(boolean&nbsp;flag)</pre>
<div class="block">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.</div>
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<pre>public&nbsp;boolean&nbsp;isActive()</pre>
<div class="block">Get the active state of the body.</div>
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<pre>public&nbsp;void&nbsp;setFixedRotation(boolean&nbsp;flag)</pre>
<div class="block">Set this body to have fixed rotation. This causes the mass to be reset.</div>
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<pre>public&nbsp;boolean&nbsp;isFixedRotation()</pre>
<div class="block">Does this body have fixed rotation?</div>
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<h4>getFixtureList</h4>
<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html" title="class in com.badlogic.gdx.physics.box2d">Fixture</a>&gt;&nbsp;getFixtureList()</pre>
<div class="block">Get the list of all fixtures attached to this body. Do not modify the list!</div>
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<a name="getJointList()">
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<h4>getJointList</h4>
<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</a>&lt;<a href="../../../../../com/badlogic/gdx/physics/box2d/JointEdge.html" title="class in com.badlogic.gdx.physics.box2d">JointEdge</a>&gt;&nbsp;getJointList()</pre>
<div class="block">Get the list of all joints attached to this body. Do not modify the list!</div>
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<h4>getGravityScale</h4>
<pre>public&nbsp;float&nbsp;getGravityScale()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>Get the gravity scale of the body.</dd></dl>
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<pre>public&nbsp;void&nbsp;setGravityScale(float&nbsp;scale)</pre>
<div class="block">Sets the gravity scale of the body</div>
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<h4>getWorld</h4>
<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/physics/box2d/World.html" title="class in com.badlogic.gdx.physics.box2d">World</a>&nbsp;getWorld()</pre>
<div class="block">Get the parent world of this body.</div>
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<pre>public&nbsp;java.lang.Object&nbsp;getUserData()</pre>
<div class="block">Get the user data</div>
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<h4>setUserData</h4>
<pre>public&nbsp;void&nbsp;setUserData(java.lang.Object&nbsp;userData)</pre>
<div class="block">Set the user data</div>
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</li>
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