/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package Box2D.Dynamics{ import Box2D.Dynamics.*; import Box2D.Dynamics.Joints.*; import Box2D.Dynamics.Contacts.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Common.b2Settings; import Box2D.Common.Math.*; /// A body definition holds all the data needed to construct a rigid body. /// You can safely re-use body definitions. public class b2BodyDef { /// This constructor sets the body definition default values. public function b2BodyDef() { massData.center.SetZero(); massData.mass = 0.0; massData.I = 0.0; userData = null; position.Set(0.0, 0.0); angle = 0.0; linearDamping = 0.0; angularDamping = 0.0; allowSleep = true; isSleeping = false; fixedRotation = false; isBullet = false; } /// You can use this to initialized the mass properties of the body. /// If you prefer, you can set the mass properties after the shapes /// have been added using b2Body::SetMassFromShapes. public var massData:b2MassData = new b2MassData(); /// Use this to store application specific body data. public var userData:*; /// The world position of the body. Avoid creating bodies at the origin /// since this can lead to many overlapping shapes. public var position:b2Vec2 = new b2Vec2(); /// The world angle of the body in radians. public var angle:Number; /// Linear damping is use to reduce the linear velocity. The damping parameter /// can be larger than 1.0f but the damping effect becomes sensitive to the /// time step when the damping parameter is large. public var linearDamping:Number; /// Angular damping is use to reduce the angular velocity. The damping parameter /// can be larger than 1.0f but the damping effect becomes sensitive to the /// time step when the damping parameter is large. public var angularDamping:Number; /// Set this flag to false if this body should never fall asleep. Note that /// this increases CPU usage. public var allowSleep:Boolean; /// Is this body initially sleeping? public var isSleeping:Boolean; /// Should this body be prevented from rotating? Useful for characters. public var fixedRotation:Boolean; /// 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 /// static bodies. /// @warning You should use this flag sparingly since it increases processing time. public var isBullet:Boolean; }; }