   window.Physical = (I, self) ->
     $.reverseMerge I,
       dynamic: false
+      rotatable: false
 
     fixDef = new b2FixtureDef()
     fixDef.density = 1.0

    self.bind "step", ->
      I.x = (body.GetPosition().x / SCALE) - (I.width / 2)
      I.y = (body.GetPosition().y / SCALE) - (I.height / 2)

    applyImpulse: (vector) ->
      body.ApplyImpulse(new b2Vec2(vector.x, vector.y), body.GetPosition())


    if I.dynamic
      bodyDef.type = b2Body.b2_dynamicBody
      bodyDef.fixedRotation = !I.rotatable
    else
      bodyDef.type = b2Body.b2_staticBody

