question: protected void initializeWorld ( ) { Body ground = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 100.0 , 1.0 ) ; BodyFixture bf = new BodyFixture ( c ) ; ground . addFixture ( bf ) ; } ground . translate ( new Vector2 ( 0.6875 , - 8.75 ) ) ; ground . setMass ( MassType . INFINITE ) ; world . addBody ( ground ) ; Body head = new SimulationBody ( ) ; { Convex c = Geometry . createCircle ( 0.25 ) ; BodyFixture bf = new BodyFixture ( c ) ; head . addFixture ( bf ) ; } head . setMass ( MassType . NORMAL ) ; world . addBody ( head ) ; Body torso = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.5 , 1.0 ) ; BodyFixture bf = new BodyFixture ( c ) ; torso . addFixture ( bf ) ; } { Convex c = Geometry . createRectangle ( 1.0 , 0.25 ) ; c . translate ( new Vector2 ( 0.00390625 , 0.375 ) ) ; BodyFixture bf = new BodyFixture ( c ) ; torso . addFixture ( bf ) ; } torso . translate ( new Vector2 ( 0.0234375 , - 0.8125 ) ) ; torso . setMass ( MassType . NORMAL ) ; world . addBody ( torso ) ; Body rightHumerus = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.5 ) ; BodyFixture bf = new BodyFixture ( c ) ; rightHumerus . addFixture ( bf ) ; } rightHumerus . translate ( new Vector2 ( 0.4375 , - 0.609375 ) ) ; rightHumerus . setMass ( MassType . NORMAL ) ; world . addBody ( rightHumerus ) ; Body rightUlna = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.4 ) ; BodyFixture bf = new BodyFixture ( c ) ; rightUlna . addFixture ( bf ) ; } rightUlna . translate ( new Vector2 ( 0.44140625 , - 0.98828125 ) ) ; rightUlna . setMass ( MassType . NORMAL ) ; world . addBody ( rightUlna ) ; Body neck = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.15 , 0.2 ) ; BodyFixture bf = new BodyFixture ( c ) ; neck . addFixture ( bf ) ; } neck . translate ( new Vector2 ( 0.015625 , - 0.2734375 ) ) ; neck . setMass ( MassType . NORMAL ) ; world . addBody ( neck ) ; Body leftHumerus = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.5 ) ; BodyFixture bf = new BodyFixture ( c ) ; leftHumerus . addFixture ( bf ) ; } leftHumerus . translate ( new Vector2 ( - 0.3828125 , - 0.609375 ) ) ; leftHumerus . setMass ( MassType . NORMAL ) ; world . addBody ( leftHumerus ) ; Body leftUlna = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.4 ) ; BodyFixture bf = new BodyFixture ( c ) ; leftUlna . addFixture ( bf ) ; } leftUlna . translate ( new Vector2 ( - 0.3828125 , - 0.9765625 ) ) ; leftUlna . setMass ( MassType . NORMAL ) ; world . addBody ( leftUlna ) ; Body rightFemur = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.75 ) ; BodyFixture bf = new BodyFixture ( c ) ; rightFemur . addFixture ( bf ) ; } rightFemur . translate ( new Vector2 ( 0.1796875 , - 1.5703125 ) ) ; rightFemur . setMass ( MassType . NORMAL ) ; world . addBody ( rightFemur ) ; Body leftFemur = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.75 ) ; BodyFixture bf = new BodyFixture ( c ) ; leftFemur . addFixture ( bf ) ; } leftFemur . translate ( new Vector2 ( - 0.1328125 , - 1.5703125 ) ) ; leftFemur . setMass ( MassType . NORMAL ) ; world . addBody ( leftFemur ) ; Body rightTibia = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.5 ) ; BodyFixture bf = new BodyFixture ( c ) ; rightTibia . addFixture ( bf ) ; } rightTibia . translate ( new Vector2 ( 0.18359375 , - 2.11328125 ) ) ; rightTibia . setMass ( MassType . NORMAL ) ; world . addBody ( rightTibia ) ; Body leftTibia = new SimulationBody ( ) ; { Convex c = Geometry . createRectangle ( 0.25 , 0.5 ) ; BodyFixture bf = new BodyFixture ( c ) ; leftTibia . addFixture ( bf ) ; } leftTibia . translate ( new Vector2 ( - 0.1328125 , - 2.1171875 ) ) ; leftTibia . setMass ( MassType . NORMAL ) ; world . addBody ( leftTibia ) ; RevoluteJoint headToNeck = new RevoluteJoint ( head , neck , new Vector2 ( 0.01 , - 0.2 ) ) ; headToNeck . setLimitEnabled ( false ) ; headToNeck . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; headToNeck . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; headToNeck . setMotorEnabled ( false ) ; headToNeck . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; headToNeck . setMaximumMotorTorque ( 0.0 ) ; headToNeck . setCollisionAllowed ( false ) ; world . addJoint ( headToNeck ) ; RevoluteJoint neckToTorso = new RevoluteJoint ( neck , torso , new Vector2 ( 0.01 , - 0.35 ) ) ; neckToTorso . setLimitEnabled ( false ) ; neckToTorso . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; neckToTorso . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; neckToTorso . setMotorEnabled ( false ) ; neckToTorso . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; neckToTorso . setMaximumMotorTorque ( 0.0 ) ; neckToTorso . setCollisionAllowed ( false ) ; world . addJoint ( neckToTorso ) ; RevoluteJoint torsoToLeftHumerus = new RevoluteJoint ( torso , leftHumerus , new Vector2 ( - 0.4 , - 0.4 ) ) ; torsoToLeftHumerus . setLimitEnabled ( false ) ; torsoToLeftHumerus . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; torsoToLeftHumerus . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; torsoToLeftHumerus . setMotorEnabled ( false ) ; torsoToLeftHumerus . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; torsoToLeftHumerus . setMaximumMotorTorque ( 0.0 ) ; torsoToLeftHumerus . setCollisionAllowed ( false ) ; world . addJoint ( torsoToLeftHumerus ) ; RevoluteJoint torsoToRightHumerus = new RevoluteJoint ( torso , rightHumerus , new Vector2 ( 0.4 , - 0.4 ) ) ; torsoToRightHumerus . setLimitEnabled ( false ) ; torsoToRightHumerus . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; torsoToRightHumerus . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; torsoToRightHumerus . setMotorEnabled ( false ) ; torsoToRightHumerus . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; torsoToRightHumerus . setMaximumMotorTorque ( 0.0 ) ; torsoToRightHumerus . setCollisionAllowed ( false ) ; world . addJoint ( torsoToRightHumerus ) ; RevoluteJoint rightHumerusToRightUlna = new RevoluteJoint ( rightHumerus , rightUlna , new Vector2 ( 0.43 , - 0.82 ) ) ; rightHumerusToRightUlna . setLimitEnabled ( false ) ; rightHumerusToRightUlna . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; rightHumerusToRightUlna . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; rightHumerusToRightUlna . setMotorEnabled ( false ) ; rightHumerusToRightUlna . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; rightHumerusToRightUlna . setMaximumMotorTorque ( 0.0 ) ; rightHumerusToRightUlna . setCollisionAllowed ( false ) ; world . addJoint ( rightHumerusToRightUlna ) ; RevoluteJoint leftHumerusToLeftUlna = new RevoluteJoint ( leftHumerus , leftUlna , new Vector2 ( - 0.4 , - 0.81 ) ) ; leftHumerusToLeftUlna . setLimitEnabled ( false ) ; leftHumerusToLeftUlna . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; leftHumerusToLeftUlna . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; leftHumerusToLeftUlna . setMotorEnabled ( false ) ; leftHumerusToLeftUlna . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; leftHumerusToLeftUlna . setMaximumMotorTorque ( 0.0 ) ; leftHumerusToLeftUlna . setCollisionAllowed ( false ) ; world . addJoint ( leftHumerusToLeftUlna ) ; RevoluteJoint torsoToRightFemur = new RevoluteJoint ( torso , rightFemur , new Vector2 ( 0.16 , - 1.25 ) ) ; torsoToRightFemur . setLimitEnabled ( false ) ; torsoToRightFemur . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; torsoToRightFemur . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; torsoToRightFemur . setMotorEnabled ( false ) ; torsoToRightFemur . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; torsoToRightFemur . setMaximumMotorTorque ( 0.0 ) ; torsoToRightFemur . setCollisionAllowed ( false ) ; world . addJoint ( torsoToRightFemur ) ; RevoluteJoint torsoToLeftFemur = new RevoluteJoint ( torso , leftFemur , new Vector2 ( - 0.13 , - 1.25 ) ) ; torsoToLeftFemur . setLimitEnabled ( false ) ; torsoToLeftFemur . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; torsoToLeftFemur . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; torsoToLeftFemur . setMotorEnabled ( false ) ; torsoToLeftFemur . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; torsoToLeftFemur . setMaximumMotorTorque ( 0.0 ) ; torsoToLeftFemur . setCollisionAllowed ( false ) ; world . addJoint ( torsoToLeftFemur ) ; RevoluteJoint rightFemurToRightTibia = new RevoluteJoint ( rightFemur , rightTibia , new Vector2 ( 0.17 , - 1.9 ) ) ; rightFemurToRightTibia . setLimitEnabled ( false ) ; rightFemurToRightTibia . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; rightFemurToRightTibia . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; rightFemurToRightTibia . setMotorEnabled ( false ) ; rightFemurToRightTibia . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; rightFemurToRightTibia . setMaximumMotorTorque ( 0.0 ) ; rightFemurToRightTibia . setCollisionAllowed ( false ) ; world . addJoint ( rightFemurToRightTibia ) ; RevoluteJoint leftFemurToLeftTibia = new RevoluteJoint ( leftFemur , leftTibia , new Vector2 ( - 0.14 , - 1.9 ) ) ; leftFemurToLeftTibia . setLimitEnabled ( false ) ; leftFemurToLeftTibia . setLimits ( Math . toRadians ( 0.0 ) , Math . toRadians ( 0.0 ) ) ; leftFemurToLeftTibia . setReferenceAngle ( Math . toRadians ( 0.0 ) ) ; leftFemurToLeftTibia . setMotorEnabled ( false ) ; leftFemurToLeftTibia . setMotorSpeed ( Math . toRadians ( 0.0 ) ) ; leftFemurToLeftTibia . setMaximumMotorTorque ( 0.0 ) ; leftFemurToLeftTibia . setCollisionAllowed ( false ) ; world . addJoint ( leftFemurToLeftTibia ) ; }
target:  Creates game objects and adds them to the world.