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/*

* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com


*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package Box2D.Dynamics{
import
import
import
import
import
import
import

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();
};

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