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 org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.Vec2; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Shape.Type; public class Fixture { org.jbox2d.dynamics.Fixture fixture; private Body body; protected Shape shape; protected Object userData; /** Constructs a new fixture * @param addr the address of the fixture */ protected Fixture(Body body, org.jbox2d.dynamics.Fixture fixture) { this.body = body; this.fixture = fixture; } protected void reset(Body body, org.jbox2d.dynamics.Fixture fixture) { this.body = body; this.fixture = fixture; this.shape = null; this.userData = null; } /** Get the type of the child shape. You can use this to down cast to the concrete shape. * @return the shape type. */ public Type getType() { ShapeType type = fixture.getType(); if (type == ShapeType.CIRCLE) return Type.Circle; if (type == ShapeType.EDGE) return Type.Edge; if (type == ShapeType.POLYGON) return Type.Polygon; if (type == ShapeType.CHAIN) return Type.Chain; return Type.Circle; } /** Returns the shape of this fixture */ public Shape getShape() { if (shape == null) { org.jbox2d.collision.shapes.Shape shape2 = fixture.getShape(); ShapeType type = shape2.getType(); if (type == ShapeType.CHAIN) shape = new ChainShape((org.jbox2d.collision.shapes.ChainShape) shape2); if (type == ShapeType.CIRCLE) shape = new CircleShape((org.jbox2d.collision.shapes.CircleShape) shape2); if (type == ShapeType.EDGE) shape = new EdgeShape((org.jbox2d.collision.shapes.EdgeShape) shape2); if (type == ShapeType.POLYGON) shape = new PolygonShape((org.jbox2d.collision.shapes.PolygonShape) shape2); } return shape; } /** Set if this fixture is a sensor. */ public void setSensor(boolean sensor) { fixture.setSensor(sensor); } /** Is this fixture a sensor (non-solid)? * @return the true if the shape is a sensor. */ public boolean isSensor() { return fixture.isSensor(); } /** Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and * awake. This automatically calls Refilter. */ public void setFilterData(Filter filter) { org.jbox2d.dynamics.Filter f = new org.jbox2d.dynamics.Filter(); f.categoryBits = filter.categoryBits; f.groupIndex = filter.groupIndex; f.maskBits = filter.maskBits; fixture.setFilterData(f); } /** Get the contact filtering data. */ private final Filter filter = new Filter(); public Filter getFilterData() { org.jbox2d.dynamics.Filter f = fixture.getFilterData(); filter.categoryBits = (short) f.categoryBits; filter.maskBits = (short) f.maskBits; filter.groupIndex = (short) f.groupIndex; return filter; } /** Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide. */ public void refilter() { fixture.refilter(); } /** Get the parent body of this fixture. This is NULL if the fixture is not attached. */ public Body getBody() { return body; } final Vec2 tmp = new Vec2(); /** Test a point for containment in this fixture. * @param p a point in world coordinates. */ public boolean testPoint(Vector2 p) { tmp.set(p.x, p.y); return fixture.testPoint(tmp); } /** Test a point for containment in this fixture. * @param x the x-coordinate * @param y the y-coordinate */ public boolean testPoint(float x, float y) { tmp.set(x, y); return fixture.testPoint(tmp); } /** Set the density of this fixture. This will _not_ automatically adjust the mass of the body. You must call * b2Body::ResetMassData to update the body's mass. */ public void setDensity(float density) { fixture.setDensity(density); } /** Get the density of this fixture. */ public float getDensity() { return fixture.getDensity(); } /** Get the coefficient of friction. */ public float getFriction() { return fixture.getFriction(); } /** Set the coefficient of friction. */ public void setFriction(float friction) { fixture.setFriction(friction); } /** Get the coefficient of restitution. */ public float getRestitution() { return fixture.getRestitution(); } /** Set the coefficient of restitution. */ public void setRestitution(float restitution) { fixture.setRestitution(restitution); } /** Sets custom user data. */ public void setUserData(Object userData) { this.userData = userData; } /** @return custom user data */ public Object getUserData() { return userData; } }