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FixtureDef (libgdx API)
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Class FixtureDef</H2>
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java.lang.Object
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  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.FixtureDef</B>
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<DT><PRE>public class <B>FixtureDef</B><DT>extends java.lang.Object</DL>
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A fixture definition is used to create a fixture. This class defines an abstract fixture definition. You can reuse fixture
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 definitions safely.
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<DT><B>Author:</B></DT>
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  <DD>mzechner</DD>
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<!-- =========== FIELD SUMMARY =========== -->
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#density">density</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The density, usually in kg/m^2.</TD>
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#filter">filter</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contact filtering data.</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#friction">friction</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The friction coefficient, usually in the range [0,1].</TD>
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<CODE>&nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#isSensor">isSensor</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A sensor shape collects contact information but never generates a collision response.</TD>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#restitution">restitution</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The restitution (elasticity) usually in the range [0,1].</TD>
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#shape">shape</A></B></CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The shape, this must be set.</TD>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<B>Constructor Summary</B></FONT></TH>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/FixtureDef.html#FixtureDef()">FixtureDef</A></B>()</CODE>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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<A NAME="shape"><!-- --></A><H3>
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shape</H3>
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public <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape</A> <B>shape</B></PRE>
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<DD>The shape, this must be set. The shape will be cloned, so you can create the shape on the stack.
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</DL>
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<A NAME="friction"><!-- --></A><H3>
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friction</H3>
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<PRE>
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public float <B>friction</B></PRE>
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<DL>
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<DD>The friction coefficient, usually in the range [0,1].
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="restitution"><!-- --></A><H3>
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restitution</H3>
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<PRE>
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public float <B>restitution</B></PRE>
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<DL>
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<DD>The restitution (elasticity) usually in the range [0,1].
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="density"><!-- --></A><H3>
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density</H3>
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<PRE>
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public float <B>density</B></PRE>
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<DL>
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<DD>The density, usually in kg/m^2.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="isSensor"><!-- --></A><H3>
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isSensor</H3>
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<PRE>
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public boolean <B>isSensor</B></PRE>
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<DL>
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<DD>A sensor shape collects contact information but never generates a collision response.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="filter"><!-- --></A><H3>
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filter</H3>
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<PRE>
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public final <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter</A> <B>filter</B></PRE>
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<DL>
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<DD>Contact filtering data.
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<DL>
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</DL>
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<B>Constructor Detail</B></FONT></TH>
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<A NAME="FixtureDef()"><!-- --></A><H3>
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FixtureDef</H3>
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public <B>FixtureDef</B>()</PRE>
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                                Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
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