/// Dump this body to a log file public void Dump() { int bodyIndex = m_islandIndex; Utils.b2Log("{\n"); Utils.b2Log(" b2BodyDef bd;\n"); Utils.b2Log(" bd.type = b2BodyType(%d);\n", m_type); Utils.b2Log(" bd.position.Set(%.15lef, %.15lef);\n", m_xf.p.x, m_xf.p.y); Utils.b2Log(" bd.angle = %.15lef;\n", m_sweep.a); Utils.b2Log(" bd.linearVelocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y); Utils.b2Log(" bd.angularVelocity = %.15lef;\n", m_angularVelocity); Utils.b2Log(" bd.linearDamping = %.15lef;\n", m_linearDamping); Utils.b2Log(" bd.angularDamping = %.15lef;\n", m_angularDamping); Utils.b2Log(" bd.allowSleep = bool(%d);\n", m_flags & BodyFlags.e_autoSleepFlag); Utils.b2Log(" bd.awake = bool(%d);\n", m_flags & BodyFlags.e_awakeFlag); Utils.b2Log(" bd.fixedRotation = bool(%d);\n", m_flags & BodyFlags.e_fixedRotationFlag); Utils.b2Log(" bd.bullet = bool(%d);\n", m_flags & BodyFlags.e_bulletFlag); Utils.b2Log(" bd.active = bool(%d);\n", m_flags & BodyFlags.e_activeFlag); Utils.b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale); Utils.b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex); Utils.b2Log("\n"); for (b2Fixture f = m_fixtureList; f != null; f = f.m_next) { Utils.b2Log(" {\n"); f.Dump(bodyIndex); Utils.b2Log(" }\n"); } Utils.b2Log("}\n"); }