Java tutorial
/******************************************************************************* * 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; /** The class manages contact between two shapes. A contact exists for each overlapping AABB in the broad-phase (except if * filtered). Therefore a contact object may exist that has no contact points. * @author mzechner */ public class Contact { final World world; org.jbox2d.dynamics.contacts.Contact contact; final WorldManifold worldManifold = new WorldManifold(); final org.jbox2d.collision.WorldManifold worldManifold2 = new org.jbox2d.collision.WorldManifold(); Contact(World world) { this.world = world; } protected Contact(World world, org.jbox2d.dynamics.contacts.Contact contact) { this.world = world; this.contact = contact; } public WorldManifold getWorldManifold() { contact.getWorldManifold(worldManifold2); int numContactPoints = contact.getManifold().pointCount; worldManifold.numContactPoints = numContactPoints; worldManifold.normal.set(worldManifold2.normal.x, worldManifold2.normal.y); for (int i = 0; i < worldManifold.points.length; i++) { worldManifold.points[i] = new Vector2(worldManifold2.points[i].x, worldManifold2.points[i].y); } return worldManifold; } public boolean isTouching() { return contact.isTouching(); } /** Enable/disable this contact. This can be used inside the pre-solve contact listener. The contact is only disabled for the * current time step (or sub-step in continuous collisions). */ public void setEnabled(boolean flag) { contact.setEnabled(flag); } /** Has this contact been disabled? */ public boolean isEnabled() { return contact.isEnabled(); } /** Get the first fixture in this contact. */ public Fixture getFixtureA() { return world.fixtures.get(contact.m_fixtureA); } /** Get the second fixture in this contact. */ public Fixture getFixtureB() { return world.fixtures.get(contact.m_fixtureB); } /** Get the child primitive index for fixture A. */ public int getChildIndexA() { return contact.getChildIndexA(); } /** Get the child primitive index for fixture B. */ public int getChildIndexB() { return contact.getChildIndexB(); } /** Override the default friction mixture. You can call this in b2ContactListener::PreSolve. This value persists until set or * reset. */ public void setFriction(float friction) { contact.setFriction(friction); } /** Get the friction. */ public float getFriction() { return contact.getFriction(); } /** Reset the friction mixture to the default value. */ public void resetFriction() { contact.resetFriction(); } /** Override the default restitution mixture. You can call this in b2ContactListener::PreSolve. The value persists until you set * or reset. */ public void setRestitution(float restitution) { contact.setRestitution(restitution); } /** Get the restitution. */ public float getRestitution() { return contact.getRestitution(); } /** Reset the restitution to the default value. */ public void ResetRestitution() { contact.resetRestitution(); } public float getTangentSpeed() { return contact.getTangentSpeed(); } public void setTangentSpeed(float speed) { contact.setTangentSpeed(speed); } }