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/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB ([email protected])
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package org.jbox2d.dynamics;
import org.jbox2d.collision.shapes.Shape;
/**
* A fixture definition is used to create a fixture. This class defines an abstract fixture
* definition. You can reuse fixture definitions safely.
*
* @author daniel
*/
public class FixtureDef {
/**
* The shape, this must be set. The shape will be cloned, so you can create the shape on the
* stack.
*/
private Shape shape = null;
/**
* Use this to store application specific fixture data.
*/
private Object userData = null;
/**
* The friction coefficient, usually in the range [0,1].
*/
private float friction = 0.2f;
/**
* The restitution (elasticity) usually in the range [0,1].
*/
private float restitution = 0;
/**
* The density, usually in kg/m^2
*/
private float density = 0;
/**
* A sensor shape collects contact information but never generates a collision response.
*/
private boolean isSensor = false;
/**
* Contact filtering data;
*/
private Filter filter = new Filter();
/**
* The shape, this must be set. The shape will be cloned, so you can create the shape on the
* stack.
*/
public Shape getShape() {
return shape;
}
/**
* The shape, this must be set. The shape will be cloned, so you can create the shape on the
* stack.
*/
public void setShape(Shape shape) {
this.shape = shape;
}
/**
* Use this to store application specific fixture data.
*/
public Object getUserData() {
return userData;
}
/**
* Use this to store application specific fixture data.
*/
public void setUserData(Object userData) {
this.userData = userData;
}
/**
* The friction coefficient, usually in the range [0,1].
*/
public float getFriction() {
return friction;
}
/**
* The friction coefficient, usually in the range [0,1].
*/
public void setFriction(float friction) {
this.friction = friction;
}
/**
* The restitution (elasticity) usually in the range [0,1].
*/
public float getRestitution() {
return restitution;
}
/**
* The restitution (elasticity) usually in the range [0,1].
*/
public void setRestitution(float restitution) {
this.restitution = restitution;
}
/**
* The density, usually in kg/m^2
*/
public float getDensity() {
return density;
}
/**
* The density, usually in kg/m^2
*/
public void setDensity(float density) {
this.density = density;
}
/**
* A sensor shape collects contact information but never generates a collision response.
*/
public boolean isSensor() {
return isSensor;
}
/**
* A sensor shape collects contact information but never generates a collision response.
*/
public void setSensor(boolean isSensor) {
this.isSensor = isSensor;
}
/**
* @return contact filtering data
*/
public Filter getFilter() {
return filter;
}
/**
* Set contact filtering data.
*
* @param filter filter
*/
public void setFilter(Filter filter) {
this.filter = filter;
}
}