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/*******************************************************************************
 * Copyright (c) 2013, 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.
 * 
 * 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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;

/**
 * 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();
    isSensor = false;
  }

  /**
   * 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;
  }

  /**
   * Contact filtering data;
   */
  public Filter getFilter() {
    return filter;
  }

  /**
   * Contact filtering data;
   */
  public void setFilter(Filter filter) {
    this.filter = filter;
  }
}




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