BodyDef class
class BodyDef { /** * The body type: static, kinematic, or dynamic. * Note: if a dynamic body would have zero mass, the mass is set to one. */ int type; /** * The world angle of the body in radians. */ num angle; /** User can store whatever they wish in here. */ Object userData; /** The world position of the body. */ vec2 position; /** Linear velocity of the body in world coordinates. */ vec2 linearVelocity; /** Angular velocity of the body. */ num angularVelocity; /** * If true, the body will be allowed to rotate. Otherwise, its rotation will * be fixed. */ bool fixedRotation; /** If true, this body is initially sleeping. */ bool isSleeping; /** * 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. * * You should use this flag sparingly since it increases processing time. */ bool bullet; /** Set to false to prevent a body from ever falling asleep. */ bool allowSleep; /** * Linear damping is used to reduce the linear velocity. The damping * parameter can be larger than 1.0 but the damping effect becomes * sensitive to the time step when the damping parameter is large. */ num linearDamping; /** * Angular damping is used to reduce the angular velocity. The * damping parameter can be larger than 1.0 but the damping effect * becomes sensitive to time step when the damping parameter is large. */ num angularDamping; /** Is this body initially awake or asleep? */ bool awake; /** If true, this body starts out active. */ bool active; /** * Constructs a new BodyDef with default values. */ BodyDef() : userData = null, bullet = false, type = BodyType.STATIC, position = new vec2.zero(), angle = 0, linearDamping = 0, angularDamping = 0, allowSleep = true, awake = true, fixedRotation = false, active = true, linearVelocity = new vec2.zero(), angularVelocity = 0; }
Constructors
new BodyDef() #
Constructs a new BodyDef with default values.
BodyDef() : userData = null, bullet = false, type = BodyType.STATIC, position = new vec2.zero(), angle = 0, linearDamping = 0, angularDamping = 0, allowSleep = true, awake = true, fixedRotation = false, active = true, linearVelocity = new vec2.zero(), angularVelocity = 0;
Properties
bool active #
If true, this body starts out active.
bool active
bool allowSleep #
Set to false to prevent a body from ever falling asleep.
bool allowSleep
num angle #
The world angle of the body in radians.
num angle
num angularDamping #
Angular damping is used to reduce the angular velocity. The damping parameter can be larger than 1.0 but the damping effect becomes sensitive to time step when the damping parameter is large.
num angularDamping
num angularVelocity #
Angular velocity of the body.
num angularVelocity
bool awake #
Is this body initially awake or asleep?
bool awake
bool bullet #
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.
You should use this flag sparingly since it increases processing time.
bool bullet
bool fixedRotation #
If true, the body will be allowed to rotate. Otherwise, its rotation will be fixed.
bool fixedRotation
bool isSleeping #
If true, this body is initially sleeping.
bool isSleeping
num linearDamping #
Linear damping is used to reduce the linear velocity. The damping parameter can be larger than 1.0 but the damping effect becomes sensitive to the time step when the damping parameter is large.
num linearDamping
int type #
The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one.
int type
Object userData #
User can store whatever they wish in here.
Object userData