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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.physics.box2d;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Shape.Type;
import com.badlogic.gdx.utils.GdxRuntimeException;
public class Fixture {
// @off
/*JNI
#include
*/
/** body **/
private Body body;
/** the address of the fixture **/
protected long addr;
/** the shape, initialized lazy **/
protected Shape shape;
/** user specified data **/
protected Object userData;
/** the fixture filter data **/
private final Filter filter = new Filter();
/** flag to indicate if filter data needs to be updated with a JNI call **/
private boolean dirtyFilter = true;
/** Constructs a new fixture
* @param addr the address of the fixture */
protected Fixture (Body body, long addr) {
this.body = body;
this.addr = addr;
}
protected void reset (Body body, long addr) {
this.body = body;
this.addr = addr;
this.shape = null;
this.userData = null;
this.dirtyFilter = true;
}
/** Get the type of the child shape. You can use this to down cast to the concrete shape.
* @return the shape type. */
public Type getType () {
int type = jniGetType(addr);
switch (type) {
case 0:
return Type.Circle;
case 1:
return Type.Edge;
case 2:
return Type.Polygon;
case 3:
return Type.Chain;
default:
throw new GdxRuntimeException("Unknown shape type!");
}
}
private native int jniGetType (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
b2Shape::Type type = fixture->GetType();
switch( type )
{
case b2Shape::e_circle: return 0;
case b2Shape::e_edge: return 1;
case b2Shape::e_polygon: return 2;
case b2Shape::e_chain: return 3;
default:
return -1;
}
*/
/** Returns the shape of this fixture */
public Shape getShape () {
if (shape == null) {
long shapeAddr = jniGetShape(addr);
if (shapeAddr == 0) throw new GdxRuntimeException("Null shape address!");
int type = Shape.jniGetType(shapeAddr);
switch (type) {
case 0:
shape = new CircleShape(shapeAddr);
break;
case 1:
shape = new EdgeShape(shapeAddr);
break;
case 2:
shape = new PolygonShape(shapeAddr);
break;
case 3:
shape = new ChainShape(shapeAddr);
break;
default:
throw new GdxRuntimeException("Unknown shape type!");
}
}
return shape;
}
private native long jniGetShape (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
return (jlong)fixture->GetShape();
*/
/** Set if this fixture is a sensor. */
public void setSensor (boolean sensor) {
jniSetSensor(addr, sensor);
}
private native void jniSetSensor (long addr, boolean sensor); /*
b2Fixture* fixture = (b2Fixture*)addr;
fixture->SetSensor(sensor);
*/
/** Is this fixture a sensor (non-solid)?
* @return the true if the shape is a sensor. */
public boolean isSensor () {
return jniIsSensor(addr);
}
private native boolean jniIsSensor (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
return fixture->IsSensor();
*/
/** Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and
* awake. This automatically calls Refilter. */
public void setFilterData (Filter filter) {
jniSetFilterData(addr, filter.categoryBits, filter.maskBits, filter.groupIndex);
this.filter.set(filter);
dirtyFilter = false;
}
private native void jniSetFilterData (long addr, short categoryBits, short maskBits, short groupIndex); /*
b2Fixture* fixture = (b2Fixture*)addr;
b2Filter filter;
filter.categoryBits = categoryBits;
filter.maskBits = maskBits;
filter.groupIndex = groupIndex;
fixture->SetFilterData(filter);
*/
/** Get the contact filtering data. */
private final short[] tmp = new short[3];
/** Get the contact filtering data. Modifying the returned {@code Filter} without calling {@link #setFilterData} can result in
* unpredictable behaviour. */
public Filter getFilterData () {
if (dirtyFilter) {
jniGetFilterData(addr, tmp);
filter.maskBits = tmp[0];
filter.categoryBits = tmp[1];
filter.groupIndex = tmp[2];
dirtyFilter = false;
}
return filter;
}
private native void jniGetFilterData (long addr, short[] filter); /*
b2Fixture* fixture = (b2Fixture*)addr;
unsigned short* filterOut = (unsigned short*)filter;
b2Filter f = fixture->GetFilterData();
filterOut[0] = f.maskBits;
filterOut[1] = f.categoryBits;
filterOut[2] = f.groupIndex;
*/
/** Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide. */
public void refilter () {
jniRefilter(addr);
}
private native void jniRefilter (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
fixture->Refilter();
*/
/** Get the parent body of this fixture. This is NULL if the fixture is not attached. */
public Body getBody () {
return body;
}
/** Test a point for containment in this fixture.
* @param p a point in world coordinates. */
public boolean testPoint (Vector2 p) {
return jniTestPoint(addr, p.x, p.y);
}
/** Test a point for containment in this fixture.
* @param x the x-coordinate
* @param y the y-coordinate */
public boolean testPoint (float x, float y) {
return jniTestPoint(addr, x, y);
}
private native boolean jniTestPoint (long addr, float x, float y); /*
b2Fixture* fixture = (b2Fixture*)addr;
return fixture->TestPoint( b2Vec2( x, y ) );
*/
// const b2Body* GetBody() const;
//
// /// Get the next fixture in the parent body's fixture list.
// /// @return the next shape.
// b2Fixture* GetNext();
// const b2Fixture* GetNext() const;
//
// /// Get the user data that was assigned in the fixture definition. Use this to
// /// store your application specific data.
// void* GetUserData() const;
//
// /// Set the user data. Use this to store your application specific data.
// void SetUserData(void* data);
//
// /// Cast a ray against this shape.
// /// @param output the ray-cast results.
// /// @param input the ray-cast input parameters.
// bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
//
// /// Get the mass data for this fixture. The mass data is based on the density and
// /// the shape. The rotational inertia is about the shape's origin. This operation
// /// may be expensive.
// void GetMassData(b2MassData* massData) const;
/** Set the density of this fixture. This will _not_ automatically adjust the mass of the body. You must call
* b2Body::ResetMassData to update the body's mass. */
public void setDensity (float density) {
jniSetDensity(addr, density);
}
private native void jniSetDensity (long addr, float density); /*
b2Fixture* fixture = (b2Fixture*)addr;
fixture->SetDensity(density);
*/
/** Get the density of this fixture. */
public float getDensity () {
return jniGetDensity(addr);
}
private native float jniGetDensity (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
return fixture->GetDensity();
*/
/** Get the coefficient of friction. */
public float getFriction () {
return jniGetFriction(addr);
}
private native float jniGetFriction (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
return fixture->GetFriction();
*/
/** Set the coefficient of friction. */
public void setFriction (float friction) {
jniSetFriction(addr, friction);
}
private native void jniSetFriction (long addr, float friction); /*
b2Fixture* fixture = (b2Fixture*)addr;
fixture->SetFriction(friction);
*/
/** Get the coefficient of restitution. */
public float getRestitution () {
return jniGetRestitution(addr);
}
private native float jniGetRestitution (long addr); /*
b2Fixture* fixture = (b2Fixture*)addr;
return fixture->GetRestitution();
*/
/** Set the coefficient of restitution. */
public void setRestitution (float restitution) {
jniSetRestitution(addr, restitution);
}
private native void jniSetRestitution (long addr, float restitution); /*
b2Fixture* fixture = (b2Fixture*)addr;
fixture->SetRestitution(restitution);
*/
// /// Get the fixture's AABB. This AABB may be enlarge and/or stale.
// /// If you need a more accurate AABB, compute it using the shape and
// /// the body transform.
// const b2AABB& GetAABB() const;
/** Sets custom user data. */
public void setUserData (Object userData) {
this.userData = userData;
}
/** @return custom user data */
public Object getUserData () {
return userData;
}
}