Body:getLinearVelocityFromLocalPoint

Body:getLinearVelocityFromLocalPoint Get the linear velocity of a point on the body. The linear velocity for a point on the body is the velocity of the body center of mass plus the velocity at that point from the body spinning. The point on the body must given in local coordinates. Use Body:getLinearVelocityFromWorldPoint to specify this with world coordinates. Function Synopsis vx, vy = Body:getLinearVelocityFromLocalPoint( x, y ) Arguments number x The x position to measure velocity. num

Body:getLinearVelocity

Body:getLinearVelocity Gets the linear velocity of the Body from its center of mass. The linear velocity is the rate of change of position over time. If you need the rate of change of angle over time, use Body:getAngularVelocity. If you need to get the linear velocity of a point different from the center of mass: Body:getLinearVelocityFromLocalPoint allows you to specify the point in local coordinates. Body:getLinearVelocityFromWorldPoint allows you to specify the point in world coordinat

Body:getLinearDamping

Body:getLinearDamping Gets the linear damping of the Body. The linear damping is the rate of decrease of the linear velocity over time. A moving body with no damping and no external forces will continue moving indefinitely, as is the case in space. A moving body with damping will gradually stop moving. Damping is not the same as friction - they can be modelled together. Function Synopsis damping = Body:getLinearDamping( ) Arguments None. Returns number damping The value of the linear damp

Body:getJointList

Body:getJointList Available since LÖVE 0.9.2 This method is not supported in earlier versions. Returns a table containing the Joints attached to this Body. Function Synopsis joints = Body:getJointList( ) Arguments None. Returns table joints A sequence with the Joints attached to the Body. See Also Body

Body:getInertia

Body:getInertia Gets the rotational inertia of the body. The rotational inertia is how hard is it to make the body spin. It is set with the 4th argument to Body:setMass, or automatically with Body:setMassFromShapes. Function Synopsis inertia = Body:getInertia( ) Arguments None. Returns number inertia The rotational inertial of the body. See Also Body

Body:getGravityScale

Body:getGravityScale Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the gravity scale factor. Function Synopsis scale = Body:getGravityScale( ) Arguments None. Returns number scale The gravity scale factor. See Also Body

Body:getFixtureList

Body:getFixtureList Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns a table with all fixtures. Function Synopsis fixtures = Body:getFixtureList( ) Arguments None. Returns table fixtures A sequence with all fixtures. See Also Body

Body:getContactList

Body:getContactList Available since LÖVE 0.9.2 This method is not supported in earlier versions. Gets a list of all Contacts attached to the Body. The list can change multiple times during a World:update call, so some collisions may be missed if the World collide callbacks are not used at all. Function Synopsis contacts = Body:getContactList( ) Arguments None. Returns table contacts A list with all contacts associated with the Body. See Also Body

Body:getAngularVelocity

Body:getAngularVelocity Get the angular velocity of the Body. The angular velocity is the rate of change of angle over time. It is changed in World:update by applying torques, off centre forces/impulses, and angular damping. It can be set directly with Body:setAngularVelocity. If you need the rate of change of position over time, use Body:getLinearVelocity. Function Synopsis w = Body:getAngularVelocity( ) Arguments None. Returns number w The angular velocity in radians/second. See Als

Body:getAngularDamping

Body:getAngularDamping Gets the Angular damping of the Body The angular damping is the rate of decrease of the angular velocity over time: A spinning body with no damping and no external forces will continue spinning indefinitely. A spinning body with damping will gradually stop spinning. Damping is not the same as friction - they can be modelled together. However, only damping is provided by Box2D (and LOVE). Damping parameters should be between 0 and infinity, with 0 meaning no damping,