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A GWT-compatible port of JBox2D, for use with PlayN games.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
package org.jbox2d.dynamics;
import org.jbox2d.collision.shapes.Shape;
// updated to rev 100
/**
* 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.
*/
public Shape shape = null;
/**
* Use this to store application specific fixture data.
*/
public Object userData;
/**
* The friction coefficient, usually in the range [0,1].
*/
public float friction;
/**
* The restitution (elasticity) usually in the range [0,1].
*/
public float restitution;
/**
* The density, usually in kg/m^2
*/
public float density;
/**
* A sensor shape collects contact information but never generates a collision
* response.
*/
public boolean isSensor;
/**
* Contact filtering data;
*/
public Filter filter;
public FixtureDef(){
shape = null;
userData = null;
friction = 0.2f;
restitution = 0f;
density = 0f;
filter = new Filter();
filter.categoryBits = 0x0001;
filter.maskBits = 0xFFFF;
filter.groupIndex = 0;
isSensor = false;
}
}