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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<title>Objective Chipmunk: ChipmunkBody Class Reference</title>
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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#properties">Properties</a>  </div>
  <div class="headertitle">
<h1>ChipmunkBody Class Reference</h1>  </div>
</div>
<div class="contents">
<!-- doxytag: class="ChipmunkBody" --><!-- doxytag: inherits="ChipmunkBaseObject-p" -->
<p>Rigid bodies are the basic unit of simulation in Chipmunk.  
<a href="#_details">More...</a></p>

<p><code>#import &lt;<a class="el" href="_chipmunk_body_8h_source.html">ChipmunkBody.h</a>&gt;</code></p>

<p>Inherits <a class="el" href="protocol_chipmunk_base_object-p.html">ChipmunkBaseObject-p</a>.</p>

<p><a href="class_chipmunk_body-members.html">List of all members.</a></p>
<table class="memberdecls">
<tr><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(id)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#acc3839d7874e4522d71994aefbe9e3ce">initWithMass:andMoment:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initialize a rigid body with the given mass and moment of inertia.  <a href="#acc3839d7874e4522d71994aefbe9e3ce"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(id)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a9349b53f033aada612e7136c76fd3288">initStaticBody</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initialize a rigid body with infinite mass and moment.  <a href="#a9349b53f033aada612e7136c76fd3288"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(cpVect)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a61f151546c76bf446b12ef3a0f532ac2">local2world:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Convert from body local to world coordinates.  <a href="#a61f151546c76bf446b12ef3a0f532ac2"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(cpVect)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#aba6a0872c2934c41ba3118321be00d6c">world2local:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Convert from world to body local Coordinates.  <a href="#aba6a0872c2934c41ba3118321be00d6c"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#acd2c663de51eb794250a66299274d0f6">resetForces</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reset force and torque.  <a href="#acd2c663de51eb794250a66299274d0f6"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a31c1a30a42c382dd3b4184bb7f6ef85f">applyForce:offset:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Apply a force to a rigid body.  <a href="#a31c1a30a42c382dd3b4184bb7f6ef85f"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#ad3216b9ef1a8cca95deb25254e165242">applyImpulse:offset:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Apply an impulse to a rigid body.  <a href="#ad3216b9ef1a8cca95deb25254e165242"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a21bd1e326418c725ef27059e42df5056"></a><!-- doxytag: member="ChipmunkBody::activate" ref="a21bd1e326418c725ef27059e42df5056" args="()" -->
(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a21bd1e326418c725ef27059e42df5056">activate</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Wake up the body if it's sleeping, or reset the idle timer if it's active. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#ab90684f19dade1d6ff6c20c00371f031">sleepWithGroup:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Force the body to sleep immediately.  <a href="#ab90684f19dade1d6ff6c20c00371f031"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a6617aa86099eca35874bf412854f820f">sleep</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Equivalent to [<a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> sleepWithGroup:nil].  <a href="#a6617aa86099eca35874bf412854f820f"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="acf26b9be2a1a4ed08caf5db486cfd3b2"></a><!-- doxytag: member="ChipmunkBody::addToSpace:" ref="acf26b9be2a1a4ed08caf5db486cfd3b2" args="(ChipmunkSpace *space)" -->
(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#acf26b9be2a1a4ed08caf5db486cfd3b2">addToSpace:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Implements the <a class="el" href="protocol_chipmunk_base_object-p.html" title="This protocol is implemented by objects that know how to add themselves to a space.">ChipmunkBaseObject</a> protocol, not particularly useful outside of the library code. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a165675f8d75ad895cd82ca6f622e2df7"></a><!-- doxytag: member="ChipmunkBody::removeFromSpace:" ref="a165675f8d75ad895cd82ca6f622e2df7" args="(ChipmunkSpace *space)" -->
(void)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#a165675f8d75ad895cd82ca6f622e2df7">removeFromSpace:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Implements the <a class="el" href="protocol_chipmunk_base_object-p.html" title="This protocol is implemented by objects that know how to add themselves to a space.">ChipmunkBaseObject</a> protocol, not particularly useful outside of the library code. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab9ae81d229f310b1bc4eb40d627ee1b0"></a><!-- doxytag: member="ChipmunkBody::affineTransform" ref="ab9ae81d229f310b1bc4eb40d627ee1b0" args="()" -->
(CGAffineTransform)&nbsp;</td><td class="memItemRight" valign="bottom">- <a class="el" href="interface_chipmunk_body.html#ab9ae81d229f310b1bc4eb40d627ee1b0">affineTransform</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get an affine transform to match this body. <br/></td></tr>
<tr><td colspan="2"><h2><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(id)&nbsp;</td><td class="memItemRight" valign="bottom">+ <a class="el" href="interface_chipmunk_body.html#a56b07ce5f6b3cb65535f46f06dadef1d">bodyWithMass:andMoment:</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an autoreleased rigid body with the given mass and moment.  <a href="#a56b07ce5f6b3cb65535f46f06dadef1d"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">(id)&nbsp;</td><td class="memItemRight" valign="bottom">+ <a class="el" href="interface_chipmunk_body.html#a0dd8482ae016a4a99a811af3bb7e8ba8">staticBody</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an autoreleased rigid body with infinite mass and moment.  <a href="#a0dd8482ae016a4a99a811af3bb7e8ba8"></a><br/></td></tr>
<tr><td colspan="2"><h2><a name="properties"></a>
Properties</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a85477bd960e7cad131f09387c1e05a8e"></a><!-- doxytag: member="ChipmunkBody::mass" ref="a85477bd960e7cad131f09387c1e05a8e" args="" -->
cpFloat&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a85477bd960e7cad131f09387c1e05a8e">mass</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Mass of the rigid body. Mass does not have to be expressed in any particular units, but relative masses should be consistent. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a16bb669ca16ee871e9a3f77ef44e031a"></a><!-- doxytag: member="ChipmunkBody::moment" ref="a16bb669ca16ee871e9a3f77ef44e031a" args="" -->
cpFloat&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a16bb669ca16ee871e9a3f77ef44e031a">moment</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Moment of inertia of the body. The mass tells you how hard it is to push an object, the MoI tells you how hard it is to spin the object. Don't try to guess the MoI, use the cpMomentFor*() functions to try and estimate it. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="af59d9cae39ab32b032a37cf9f58f2ddc"></a><!-- doxytag: member="ChipmunkBody::pos" ref="af59d9cae39ab32b032a37cf9f58f2ddc" args="" -->
cpVect&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#af59d9cae39ab32b032a37cf9f58f2ddc">pos</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The position of the rigid body's center of gravity. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab5822b826a6be740b679b9af5d2f834a"></a><!-- doxytag: member="ChipmunkBody::vel" ref="ab5822b826a6be740b679b9af5d2f834a" args="" -->
cpVect&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#ab5822b826a6be740b679b9af5d2f834a">vel</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The linear velocity of the rigid body. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a128612d069fac7a00478e2d5b3f0340c"></a><!-- doxytag: member="ChipmunkBody::force" ref="a128612d069fac7a00478e2d5b3f0340c" args="" -->
cpVect&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a128612d069fac7a00478e2d5b3f0340c">force</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The linear force applied to the rigid body. Unlike in some physics engines, the force does not reset itself during each step. Make sure that you are reseting the force between frames if that is what you intended. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a3fcecceecfaf4db03a5623f5f5431e50"></a><!-- doxytag: member="ChipmunkBody::angle" ref="a3fcecceecfaf4db03a5623f5f5431e50" args="" -->
cpFloat&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a3fcecceecfaf4db03a5623f5f5431e50">angle</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The rotation angle of the rigid body in radians. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aed63cf9aadb651ba68e6806afcc2e839"></a><!-- doxytag: member="ChipmunkBody::angVel" ref="aed63cf9aadb651ba68e6806afcc2e839" args="" -->
cpFloat&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#aed63cf9aadb651ba68e6806afcc2e839">angVel</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The angular velocity of the rigid body in radians per second. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a59dc76a645a3afb913b074c2c2bb3acf"></a><!-- doxytag: member="ChipmunkBody::torque" ref="a59dc76a645a3afb913b074c2c2bb3acf" args="" -->
cpFloat&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a59dc76a645a3afb913b074c2c2bb3acf">torque</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The torque being applied to the rigid body. Like force, this property is not reset every frame. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a293a638610bf4d62a82b44008ccd66c7"></a><!-- doxytag: member="ChipmunkBody::rot" ref="a293a638610bf4d62a82b44008ccd66c7" args="" -->
cpVect&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a293a638610bf4d62a82b44008ccd66c7">rot</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A unit length vector vector that stores the current rotation of the body as a 2D spinor or complex number. Can be used for fast rotation. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aea438309e8fca9922e8ac0cdbd0e795a"></a><!-- doxytag: member="ChipmunkBody::body" ref="aea438309e8fca9922e8ac0cdbd0e795a" args="" -->
cpBody *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#aea438309e8fca9922e8ac0cdbd0e795a">body</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns a pointer to the underlying cpBody C struct. <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">id&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#af12a082d46e8117ab95c6b5d3a6aa9a3">data</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An object that this constraint is associated with.  <a href="#af12a082d46e8117ab95c6b5d3a6aa9a3"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aff377602948f0d6c9268342403ddf906"></a><!-- doxytag: member="ChipmunkBody::isSleeping" ref="aff377602948f0d6c9268342403ddf906" args="" -->
bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#aff377602948f0d6c9268342403ddf906">isSleeping</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Has the body been put to sleep by the space? <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac33525ac970b930fdadc34bf205e9e2c"></a><!-- doxytag: member="ChipmunkBody::isRogue" ref="ac33525ac970b930fdadc34bf205e9e2c" args="" -->
bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#ac33525ac970b930fdadc34bf205e9e2c">isRogue</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Has the body <b>not</b> been added to any spaces? <br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a7abb3d52679aeb3e217c1cbd5f9548bf"></a><!-- doxytag: member="ChipmunkBody::isStatic" ref="a7abb3d52679aeb3e217c1cbd5f9548bf" args="" -->
bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_chipmunk_body.html#a7abb3d52679aeb3e217c1cbd5f9548bf">isStatic</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is the body the static body associated with a space? <br/></td></tr>
</table>
<hr/><a name="_details"></a><h2>Detailed Description</h2>
<p>Rigid bodies are the basic unit of simulation in Chipmunk. </p>
<p>They hold the physical properties of an object (mass, position, rotation, velocity, etc.). After creating a <a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> object, you can attach collision shapes (<a class="el" href="interface_chipmunk_shape.html" title="Abstract base class for collsion shape types.">ChipmunkShape</a>) and joints (<a class="el" href="interface_chipmunk_constraint.html" title="Constraints connect two ChipmunkBody objects together.">ChipmunkConstraint</a>) to it. </p>
<hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="a31c1a30a42c382dd3b4184bb7f6ef85f"></a><!-- doxytag: member="ChipmunkBody::applyForce:offset:" ref="a31c1a30a42c382dd3b4184bb7f6ef85f" args="(cpVect force,[offset] cpVect offset)" -->
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          <td class="memname">- (void) applyForce: </td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>force</em></td>
        </tr>
        <tr>
          <td class="paramkey">offset:</td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>offset</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td></td><td></td><td></td>
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<p>Apply a force to a rigid body. </p>
<p>An offset of cpvzero is equivalent to adding directly to the force property. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>force</em>&nbsp;</td><td>A force in expressed in absolute (word) coordinates. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>offset</em>&nbsp;</td><td>An offset expressed in world coordinates. Note that it is still an offset, meaning that it's position is relative, but the rotation is not. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a class="anchor" id="ad3216b9ef1a8cca95deb25254e165242"></a><!-- doxytag: member="ChipmunkBody::applyImpulse:offset:" ref="ad3216b9ef1a8cca95deb25254e165242" args="(cpVect impulse,[offset] cpVect offset)" -->
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          <td class="memname">- (void) applyImpulse: </td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>impulse</em></td>
        </tr>
        <tr>
          <td class="paramkey">offset:</td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>offset</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td></td><td></td><td></td>
        </tr>
      </table>
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<p>Apply an impulse to a rigid body. </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>impulse</em>&nbsp;</td><td>An impulse in expressed in absolute (word) coordinates. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>offset</em>&nbsp;</td><td>An offset expressed in world coordinates. Note that it is still an offset, meaning that it's position is relative, but the rotation is not. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a class="anchor" id="a56b07ce5f6b3cb65535f46f06dadef1d"></a><!-- doxytag: member="ChipmunkBody::bodyWithMass:andMoment:" ref="a56b07ce5f6b3cb65535f46f06dadef1d" args="(cpFloat mass,[andMoment] cpFloat moment)" -->
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          <td class="memname">+ (id) bodyWithMass: </td>
          <td></td>
          <td class="paramtype">(cpFloat)&nbsp;</td>
          <td class="paramname"> <em>mass</em></td>
        </tr>
        <tr>
          <td class="paramkey">andMoment:</td>
          <td></td>
          <td class="paramtype">(cpFloat)&nbsp;</td>
          <td class="paramname"> <em>moment</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
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<p>Create an autoreleased rigid body with the given mass and moment. </p>
<p>Guessing the moment of inertia is usually a bad idea. Use the moment estimation functions (cpMomentFor*()). </p>

</div>
</div>
<a class="anchor" id="a9349b53f033aada612e7136c76fd3288"></a><!-- doxytag: member="ChipmunkBody::initStaticBody" ref="a9349b53f033aada612e7136c76fd3288" args="()" -->
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          <td class="memname">- (id) initStaticBody </td>
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          <td class="paramname"></td>
          <td>&nbsp;</td>
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<p>Initialize a rigid body with infinite mass and moment. </p>
<p>This is most useful when you want to create a rogue body for controlling a moving platform or some other strictly controlled object. </p>

</div>
</div>
<a class="anchor" id="acc3839d7874e4522d71994aefbe9e3ce"></a><!-- doxytag: member="ChipmunkBody::initWithMass:andMoment:" ref="acc3839d7874e4522d71994aefbe9e3ce" args="(cpFloat mass,[andMoment] cpFloat moment)" -->
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          <td class="memname">- (id) initWithMass: </td>
          <td></td>
          <td class="paramtype">(cpFloat)&nbsp;</td>
          <td class="paramname"> <em>mass</em></td>
        </tr>
        <tr>
          <td class="paramkey">andMoment:</td>
          <td></td>
          <td class="paramtype">(cpFloat)&nbsp;</td>
          <td class="paramname"> <em>moment</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td></td><td></td><td></td>
        </tr>
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<p>Initialize a rigid body with the given mass and moment of inertia. </p>
<p>Guessing the moment of inertia is usually a bad idea. Use the moment estimation functions (cpMomentFor*()). </p>

</div>
</div>
<a class="anchor" id="a61f151546c76bf446b12ef3a0f532ac2"></a><!-- doxytag: member="ChipmunkBody::local2world:" ref="a61f151546c76bf446b12ef3a0f532ac2" args="(cpVect v)" -->
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          <td class="memname">- (cpVect) local2world: </td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>v</em></td>
          <td>&nbsp;</td>
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<p>Convert from body local to world coordinates. </p>
<p>Convert a point in world (absolute) coordinates to body local coordinates affected by the position and rotation of the rigid body. </p>

</div>
</div>
<a class="anchor" id="acd2c663de51eb794250a66299274d0f6"></a><!-- doxytag: member="ChipmunkBody::resetForces" ref="acd2c663de51eb794250a66299274d0f6" args="()" -->
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          <td class="memname">- (void) resetForces </td>
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          <td class="paramname"></td>
          <td>&nbsp;</td>
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<div class="memdoc">

<p>Reset force and torque. </p>
<p>Set the force on this rigid body to cpvzero, and set the torque to 0.0. </p>

</div>
</div>
<a class="anchor" id="a6617aa86099eca35874bf412854f820f"></a><!-- doxytag: member="ChipmunkBody::sleep" ref="a6617aa86099eca35874bf412854f820f" args="()" -->
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          <td class="memname">- (void) sleep </td>
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          <td class="paramname"></td>
          <td>&nbsp;</td>
          <td></td>
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<p>Equivalent to [<a class="el" href="interface_chipmunk_body.html" title="Rigid bodies are the basic unit of simulation in Chipmunk.">ChipmunkBody</a> sleepWithGroup:nil]. </p>
<p>That is the object is forced to sleep immediately, but is not grouped with any other sleeping bodies. </p>

</div>
</div>
<a class="anchor" id="ab90684f19dade1d6ff6c20c00371f031"></a><!-- doxytag: member="ChipmunkBody::sleepWithGroup:" ref="ab90684f19dade1d6ff6c20c00371f031" args="(ChipmunkBody *group)" -->
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          <td class="memname">- (void) sleepWithGroup: </td>
          <td></td>
          <td class="paramtype">(<a class="el" href="interface_chipmunk_body.html">ChipmunkBody</a> *)&nbsp;</td>
          <td class="paramname"> <em>group</em></td>
          <td>&nbsp;</td>
          <td></td>
        </tr>
      </table>
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<div class="memdoc">

<p>Force the body to sleep immediately. </p>
<p>The body will be added to the same group as . When any object in a group is woken up, all of the bodies are woken up with it. If <code>group</code> is nil, then a new group is created and the body is added to it. It is an error pass a non-sleeping body as <code>group</code>. This is useful if you want an object to be inactive until something hits it such as a pile of boxes you want the player to plow through or a stalactite hanging from a cave ceiling. Make sure the body is fully set up before you call this. Adding this body or any shapes or constraints attached to it to a space, or modifying any of their properties automatically wake a body up. </p>

</div>
</div>
<a class="anchor" id="a0dd8482ae016a4a99a811af3bb7e8ba8"></a><!-- doxytag: member="ChipmunkBody::staticBody" ref="a0dd8482ae016a4a99a811af3bb7e8ba8" args="()" -->
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          <td class="memname">+ (id) staticBody </td>
          <td></td>
          <td class="paramname"></td>
          <td>&nbsp;</td>
          <td></td>
        </tr>
      </table>
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<div class="memdoc">

<p>Create an autoreleased rigid body with infinite mass and moment. </p>
<p>This is most useful when you want to create a rogue body for controlling a moving platform or some other strictly controlled object. </p>

</div>
</div>
<a class="anchor" id="aba6a0872c2934c41ba3118321be00d6c"></a><!-- doxytag: member="ChipmunkBody::world2local:" ref="aba6a0872c2934c41ba3118321be00d6c" args="(cpVect v)" -->
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          <td class="memname">- (cpVect) world2local: </td>
          <td></td>
          <td class="paramtype">(cpVect)&nbsp;</td>
          <td class="paramname"> <em>v</em></td>
          <td>&nbsp;</td>
          <td></td>
        </tr>
      </table>
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<p>Convert from world to body local Coordinates. </p>
<p>Convert a point in body local coordinates coordinates to world (absolute) coordinates. </p>

</div>
</div>
<hr/><h2>Property Documentation</h2>
<a class="anchor" id="af12a082d46e8117ab95c6b5d3a6aa9a3"></a><!-- doxytag: member="ChipmunkBody::data" ref="af12a082d46e8117ab95c6b5d3a6aa9a3" args="" -->
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          <td class="memname">- (id) data<code> [read, write, assign]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>An object that this constraint is associated with. </p>
<p>You can use this get a reference to your game object or controller object from within callbacks. </p>
<dl class="attention"><dt><b>Attention:</b></dt><dd>Like most <code>delegate</code> properties this is a weak reference and does not call <code>retain</code>. This prevents reference cycles from occuring. </dd></dl>

<p>Reimplemented from <a class="el" href="protocol_chipmunk_base_object-p.html">&lt;ChipmunkBaseObject&gt;</a>.</p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_chipmunk_body_8h_source.html">ChipmunkBody.h</a></li>
</ul>
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