org.jbox2d.dynamics.FixtureDef Maven / Gradle / Ivy
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* Copyright (c) 2013, Daniel Murphy
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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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