<?xml version="1.0" encoding="utf-8" ?>
<root>

    <Node id="defaults">
    
        <Default id="BOX2D_DEFAULTS">
            <Node id="body">
                <Float   id="x"                 value="0.0f"    />  <!-- The world x position of the body. -->
                <Float   id="y"                 value="0.0f"    />  <!-- The world y position of the body. -->
                <Float   id="angle"             value="0.0f"    />  <!-- The world angle of the body in radians. -->
                <Float   id="linearDamping"     value="0.0f"    />  <!-- Linear damping is use to reduce the linear velocity. [0..1] -->
                <Float   id="angularDamping"    value="0.0f"    />  <!-- Angular damping is use to reduce the angular velocity. [0..1] -->
                <Boolean id="allowSleep"        value="true"    />  <!-- Is this body allowed to sleep? -->
                <Boolean id="isSleeping"        value="false"   />  <!-- Is this body initially sleeping? -->
                <Boolean id="fixedRotation"     value="false"   />  <!-- Should this body be prevented from rotating? -->
                <Boolean id="isBullet"          value="false"   />  <!-- Is this a fast moving body that should be prevented from tunneling through other moving bodies? -->
            </Node>
            <Node id="shape">
                <Float   id="friction"          value="0.2f"    />  <!-- The shape's friction coefficient, usually in the range [0,1]. -->
                <Float   id="restitution"       value="0.0f"    />  <!-- The shape's restitution (elasticity) usually in the range [0,1]. -->
                <Float   id="density"           value="0.0f"    />  <!-- The shape's density, usually in kg/m^2. -->
                <Boolean id="isSensor"          value="false"   />  <!-- A sensor shape collects contact information but never generates a collision response. -->
                <Integer id="filterCategoryBits"value="1"       />  <!-- The collision category bits. Normally you would just set one bit. -->
                <Integer id="filterMaskBits"    value="65529"   />  <!-- The collision mask bits. This states the categories that this shape would accept for collision. -->
                <Integer id="filterGroupIndex"  value="0"       />  <!-- Collision groups allow a certain group of objects to never collide (negative) or always collide (positive).
                                                                         Zero means no collision group. Non-zero group filtering always wins against the mask bits. -->
            </Node>
        </Default>

        <Default id="BODY" default="BOX2D_DEFAULTS">
            <Node id="body">
            </Node>
            <Node id="shape">
            </Node>
        </Default>
        
        <Default id="GROUND" default="BODY">
            <Node id="body">
            </Node>
            <Node id="shape">
            </Node>
        </Default>
        
        <Default id="BORDER" default="BODY">
            <Node id="body">
            </Node>
            <Node id="shape">
            </Node>              
        </Default>
        
        <Default id="BORDER_IRON" default="BORDER">
            <Node id="body">
            </Node>
            <Node id="shape">
                <Float   id="restitution"       value="0.2"     />
            </Node>
        </Default>        
        
        <Default id="BORDER_RUBBER" default="BORDER">
            <Node id="body">
            </Node>
            <Node id="shape">
                <Float   id="restitution"       value="0.8"     />
            </Node>
        </Default>                
        
        <Default id="BORDER_NORMAL" default="BORDER">
            <Node id="body">
            </Node>
            <Node id="shape">
                <Float   id="restitution"       value="0.4"     />
            </Node>
        </Default>

        <Default id="PEG" default="BORDER">
          <Node id="body">
          </Node>
          <Node id="shape">
            <Float   id="restitution"       value="0.9"     />
          </Node>
        </Default>

      <Default id="REVOLVING_PEG" default="BORDER">
         <Node id="body">

           <Float   id="linearDamping"     value="1.0f"    />
           <!-- Linear damping is use to reduce the linear velocity. [0..1] -->
           <Float   id="angularDamping"    value="1.0f"    />
           <!-- Angular damping is use to reduce the angular velocity. [0..1] -->
         </Node>
        <Node id="shape">
          <Float   id="restitution"       value="0.8"     />
          <Float   id="density"           value="3000.0"  />
        </Node>
      </Default>

      <Default id="BUMPER_SUPER_BOUNCE" default="BORDER" >
        <Node id="body">
        </Node>
        <Node id="shape">
          <Float   id="restitution"       value="0.8"     />
        </Node>
      </Default>
      
      <Default id="BUCKET" default="BORDER" >
        <Node id="body">
        </Node>
        <Node id="shape">
          <Float   id="restitution"       value="0.6"     />
        </Node>
      </Default>

      <Default id="LATCH" default="BORDER" >
        <Node id="body">
        </Node>
        <Node id="shape">
          <Float   id="restitution"       value="0.2"     />
        </Node>
      </Default>

        <Default id="SPINBAR" default="BORDER" anchorpoint="center">
          <Node id="body">
            <Float   id="linearDamping"     value="0.9f"    />
            <!-- Linear damping is use to reduce the linear velocity. [0..1] -->
            <Float   id="angularDamping"    value="0.9f"    />
            <!-- Angular damping is use to reduce the angular velocity. [0..1] -->
          </Node>
          <Node id="shape">
            <Float   id="restitution"       value="0.1"     />
            <Float   id="friction"          value="0.7"     />
          </Node>
        </Default>

      
        <Default id="BALL" default="BORDER">
            <Node id="body">
                <Boolean id="allowSleep"        value="false"   />
                <Boolean id="isBullet"          value="true"    />
            </Node>
            <Node id="shape">
                <Float   id="friction"          value="0.1"       />
                <Float   id="restitution"       value="0.0"       />
                <Float   id="density"           value="8.0"  />
                <Integer id="filterMaskBits"    value="65531"     />
            </Node>
        </Default>   

    </Node>
    
</root>
