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

  window.Physical = (I, self) ->
    $.reverseMerge I,
      dynamic: 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)
      I.rotation = body.GetAngle()

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