BodyDef class
Defines a rigid body. Manipulate the properties of the definition in order to create bodies with those properties. BodyDefinitions can be reused.
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. */ Vector position; /** Linear velocity of the body in world coordinates. */ Vector 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 Vector(), angle = 0, linearDamping = 0, angularDamping = 0, allowSleep = true, awake = true, fixedRotation = false, active = true, linearVelocity = new Vector(), angularVelocity = 0; }
Constructors
new BodyDef() #
Constructs a new BodyDef with default values.
BodyDef() : userData = null, bullet = false, type = BodyType.STATIC, position = new Vector(), angle = 0, linearDamping = 0, angularDamping = 0, allowSleep = true, awake = true, fixedRotation = false, active = true, linearVelocity = new Vector(), 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;
final Type runtimeType #
A representation of the runtime type of the object.
external Type get runtimeType;
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;
Operators
bool operator ==(other) #
The equality operator.
The default behavior for all Object
s is to return true if and
only if this
and
other are the same object.
If a subclass overrides the equality operator it should override
the hashCode
method as well to maintain consistency.
bool operator ==(other) => identical(this, other);
Methods
new BodyDef() #
Constructs a new BodyDef with default values.
BodyDef() : userData = null, bullet = false, type = BodyType.STATIC, position = new Vector(), angle = 0, linearDamping = 0, angularDamping = 0, allowSleep = true, awake = true, fixedRotation = false, active = true, linearVelocity = new Vector(), angularVelocity = 0;
int hashCode() #
Get a hash code for this object.
All objects have hash codes. Hash codes are guaranteed to be the
same for objects that are equal when compared using the equality
operator ==
. Other than that there are no guarantees about
the hash codes. They will not be consistent between runs and
there are no distribution guarantees.
If a subclass overrides hashCode
it should override the
equality operator as well to maintain consistency.
external int hashCode();
noSuchMethod(String name, List args) #
noSuchMethod
is invoked when users invoke a non-existant method
on an object. The name of the method and the arguments of the
invocation are passed to noSuchMethod
. If noSuchMethod
returns a value, that value becomes the result of the original
invocation.
The default behavior of noSuchMethod
is to throw a
noSuchMethodError
.
external Dynamic noSuchMethod(String name, List args);
const Object() #
Creates a new Object
instance.
Object
instances have no meaningful state, and are only useful
through their identity. An Object
instance is equal to itself
only.
const Object();
String toString() #
Returns a string representation of this object.
external String toString();