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B 2 Fixture Def
B 2 Fixture Def
Box2D.Common.Math.*;
Box2D.Common.*;
Box2D.Collision.*;
Box2D.Collision.Shapes.*;
Box2D.Dynamics.*;
Box2D.Dynamics.Contacts.*;
Box2D.Dynamics.Joints.*;
import Box2D.Common.b2internal;
use namespace b2internal;
/**
* A fixture definition is used to create a fixture. This class defines an
* abstract fixture definition. You can reuse fixture definitions safely.
*/
public class b2FixtureDef
{
/**
* The constructor sets the default fixture definition values.
*/
public function b2FixtureDef()
{
shape = null;
userData = null;
friction = 0.2;
restitution = 0.0;
density = 0.0;
filter.categoryBits = 0x0001;
filter.maskBits = 0xFFFF;
filter.groupIndex = 0;
isSensor = false;
}
/**
* The shape, this must be set. The shape will be cloned, so you
* can create the shape on the stack.
*/
public var shape:b2Shape;
/**
* Use this to store application specific fixture data.
*/
public var userData:*;
/**
* The friction coefficient, usually in the range [0,1].
*/
public var friction:Number;
/**
* The restitution (elasticity) usually in the range [0,1].
*/
public var restitution:Number;
/**
* The density, usually in kg/m^2.
*/
public var density:Number;
/**
* A sensor shape collects contact information but never generates a col
lision
* response.
*/
public var isSensor:Boolean;
/**
* Contact filtering data.
*/
public var filter:b2FilterData = new b2FilterData();
};