# Interface PhysicsLinkable

All Known Implementing Classes:
  `AnimatedSprite, Sprite`

public interface PhysicsLinkable

Implemented by anything a `PhysicsBody` can drive -- typically a `com.codename1.gaming.Sprite`. After `PhysicsWorld#step(float)` integrates the simulation, the world pushes each body's transform into its linked object through this interface, converting from physics meters to screen pixels and flipping the y axis so the linked object stays in screen coordinates.

Keeping the binding to this minimal interface (rather than a concrete `Sprite`) lets the physics package stay independent of the sprite/rendering layer.

- ## Method Summary

  Modifier and Type
  Method
  Description
  `void`
  `setPhysicsPosition(float xPx, float yPx)`
  Sets the object's position from the body center, in pixels.
  `void`
  `setPhysicsRotation(float radians)`
  Sets the object's rotation from the body, in radians (clockwise positive in screen space).

- ## Method Details

  - ### setPhysicsPosition

    void setPhysicsPosition(float xPx, float yPx)
    Sets the object's position from the body center, in pixels.

  - ### setPhysicsRotation

    void setPhysicsRotation(float radians)
    Sets the object's rotation from the body, in radians (clockwise positive in screen space).