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@awayfl/awayfl-player

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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

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/* * 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. */ import { b2Vec2 } from '../Common/Math/b2Vec2'; import { b2MassData } from '../Collision/Shapes/b2MassData'; /// A body definition holds all the data needed to construct a rigid body. /// You can safely re-use body definitions. export class b2BodyDef { __fast__ = true; /// This constructor sets the body definition default values. constructor() { this.massData.center.SetZero(); this.massData.mass = 0.0; this.massData.I = 0.0; this.userData = null; this.position.Set(0.0, 0.0); this.angle = 0.0; this.linearDamping = 0.0; this.angularDamping = 0.0; this.allowSleep = true; this.isSleeping = false; this.fixedRotation = false; this.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 massData: b2MassData = new b2MassData(); /// Use this to store application specific body data. public userData: any; /// The world position of the body. Avoid creating bodies at the origin /// since this can lead to many overlapping shapes. public position: b2Vec2 = new b2Vec2(); /// The world angle of the body in radians. public 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 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 angularDamping: number; /// Set this flag to false if this body should never fall asleep. Note that /// this increases CPU usage. public allowSleep: boolean; /// Is this body initially sleeping? public isSleeping: boolean; /// Should this body be prevented from rotating? Useful for characters. public 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 isBullet: boolean; }