Class Body

java.lang.Object
com.codename1.gaming.physics.box2d.dynamics.Body

public class Body extends Object
  • Field Details

    • e_islandFlag

      public static final int e_islandFlag
      See Also:
    • e_awakeFlag

      public static final int e_awakeFlag
      See Also:
    • e_autoSleepFlag

      public static final int e_autoSleepFlag
      See Also:
    • e_bulletFlag

      public static final int e_bulletFlag
      See Also:
    • e_fixedRotationFlag

      public static final int e_fixedRotationFlag
      See Also:
    • e_activeFlag

      public static final int e_activeFlag
      See Also:
    • e_toiFlag

      public static final int e_toiFlag
      See Also:
    • m_type

      public BodyType m_type
    • m_flags

      public int m_flags
    • m_islandIndex

      public int m_islandIndex
    • m_xf

      public final Transform m_xf
    • m_sweep

      public final Sweep m_sweep
    • m_linearVelocity

      public final Vec2 m_linearVelocity
    • m_angularVelocity

      public float m_angularVelocity
    • m_force

      public final Vec2 m_force
    • m_torque

      public float m_torque
    • m_world

      public World m_world
    • m_prev

      public Body m_prev
    • m_next

      public Body m_next
    • m_fixtureList

      public Fixture m_fixtureList
    • m_fixtureCount

      public int m_fixtureCount
    • m_jointList

      public JointEdge m_jointList
    • m_contactList

      public ContactEdge m_contactList
    • m_mass

      public float m_mass
    • m_invMass

      public float m_invMass
    • m_I

      public float m_I
    • m_invI

      public float m_invI
    • m_linearDamping

      public float m_linearDamping
    • m_angularDamping

      public float m_angularDamping
    • m_gravityScale

      public float m_gravityScale
    • m_sleepTime

      public float m_sleepTime
    • m_userData

      public Object m_userData
  • Constructor Details

  • Method Details

    • createFixture

      public final Fixture createFixture(FixtureDef def)
    • createFixture

      public final Fixture createFixture(Shape shape, float density)
    • destroyFixture

      public final void destroyFixture(Fixture fixture)
    • setTransform

      public final void setTransform(Vec2 position, float angle)
    • getTransform

      public final Transform getTransform()
    • getPosition

      public final Vec2 getPosition()
    • getAngle

      public final float getAngle()
    • getWorldCenter

      public final Vec2 getWorldCenter()
    • getLocalCenter

      public final Vec2 getLocalCenter()
    • setLinearVelocity

      public final void setLinearVelocity(Vec2 v)
    • getLinearVelocity

      public final Vec2 getLinearVelocity()
    • setAngularVelocity

      public final void setAngularVelocity(float w)
    • getAngularVelocity

      public final float getAngularVelocity()
    • getGravityScale

      public float getGravityScale()
    • setGravityScale

      public void setGravityScale(float gravityScale)
    • applyForce

      public final void applyForce(Vec2 force, Vec2 point)
    • applyForceToCenter

      public final void applyForceToCenter(Vec2 force)
    • applyTorque

      public final void applyTorque(float torque)
    • applyLinearImpulse

      public final void applyLinearImpulse(Vec2 impulse, Vec2 point)
    • applyAngularImpulse

      public void applyAngularImpulse(float impulse)
    • getMass

      public final float getMass()
    • getInertia

      public final float getInertia()
    • getMassData

      public final void getMassData(MassData data)
    • setMassData

      public final void setMassData(MassData massData)
    • resetMassData

      public final void resetMassData()
    • getWorldPoint

      public final Vec2 getWorldPoint(Vec2 localPoint)
    • getWorldPointToOut

      public final void getWorldPointToOut(Vec2 localPoint, Vec2 out)
    • getWorldVector

      public final Vec2 getWorldVector(Vec2 localVector)
    • getWorldVectorToOut

      public final void getWorldVectorToOut(Vec2 localVector, Vec2 out)
    • getWorldVectorToOutUnsafe

      public final void getWorldVectorToOutUnsafe(Vec2 localVector, Vec2 out)
    • getLocalPoint

      public final Vec2 getLocalPoint(Vec2 worldPoint)
    • getLocalPointToOut

      public final void getLocalPointToOut(Vec2 worldPoint, Vec2 out)
    • getLocalVector

      public final Vec2 getLocalVector(Vec2 worldVector)
    • getLocalVectorToOut

      public final void getLocalVectorToOut(Vec2 worldVector, Vec2 out)
    • getLocalVectorToOutUnsafe

      public final void getLocalVectorToOutUnsafe(Vec2 worldVector, Vec2 out)
    • getLinearVelocityFromWorldPoint

      public final Vec2 getLinearVelocityFromWorldPoint(Vec2 worldPoint)
    • getLinearVelocityFromWorldPointToOut

      public final void getLinearVelocityFromWorldPointToOut(Vec2 worldPoint, Vec2 out)
    • getLinearVelocityFromLocalPoint

      public final Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint)
    • getLinearVelocityFromLocalPointToOut

      public final void getLinearVelocityFromLocalPointToOut(Vec2 localPoint, Vec2 out)
    • getLinearDamping

      public final float getLinearDamping()
    • setLinearDamping

      public final void setLinearDamping(float linearDamping)
    • getAngularDamping

      public final float getAngularDamping()
    • setAngularDamping

      public final void setAngularDamping(float angularDamping)
    • getType

      public BodyType getType()
    • setType

      public void setType(BodyType type)
    • isBullet

      public final boolean isBullet()
    • setBullet

      public final void setBullet(boolean flag)
    • setSleepingAllowed

      public void setSleepingAllowed(boolean flag)
    • isSleepingAllowed

      public boolean isSleepingAllowed()
    • setAwake

      public void setAwake(boolean flag)
    • isAwake

      public boolean isAwake()
    • setActive

      public void setActive(boolean flag)
    • isActive

      public boolean isActive()
    • setFixedRotation

      public void setFixedRotation(boolean flag)
    • isFixedRotation

      public boolean isFixedRotation()
    • getFixtureList

      public final Fixture getFixtureList()
    • getJointList

      public final JointEdge getJointList()
    • getContactList

      public final ContactEdge getContactList()
    • getNext

      public final Body getNext()
    • getUserData

      public final Object getUserData()
    • setUserData

      public final void setUserData(Object data)
    • getWorld

      public final World getWorld()
    • synchronizeFixtures

      protected final void synchronizeFixtures()
    • synchronizeTransform

      public final void synchronizeTransform()
    • shouldCollide

      public boolean shouldCollide(Body other)
    • advance

      protected final void advance(float t)