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Fixture (libgdx API)
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com.badlogic.gdx.physics.box2d
</FONT>
<BR>
Class Fixture
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.Fixture
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>Fixture
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
long
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#addr">addr
</A></B></CODE>
<BR>
the address of the fixture
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#shape">shape
</A></B></CODE>
<BR>
the shape, initialized lazy
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
java.lang.Object
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#userData">userData
</A></B></CODE>
<BR>
user specified data
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#Fixture(com.badlogic.gdx.physics.box2d.Body, long)">Fixture
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A> body,
long
addr)
</CODE>
<BR>
Constructs a new fixture
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getBody()">getBody
</A></B>()
</CODE>
<BR>
Get the parent body of this fixture.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getDensity()">getDensity
</A></B>()
</CODE>
<BR>
Get the density of this fixture.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getFilterData()">getFilterData
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getFriction()">getFriction
</A></B>()
</CODE>
<BR>
Get the coefficient of friction.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getRestitution()">getRestitution
</A></B>()
</CODE>
<BR>
Get the coefficient of restitution.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getShape()">getShape
</A></B>()
</CODE>
<BR>
Returns the shape of this fixture
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.Type.html" title="enum in com.badlogic.gdx.physics.box2d">Shape.Type
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getType()">getType
</A></B>()
</CODE>
<BR>
Get the type of the child shape.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.Object
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getUserData()">getUserData
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#isSensor()">isSensor
</A></B>()
</CODE>
<BR>
Is this fixture a sensor (non-solid)?
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#refilter()">refilter
</A></B>()
</CODE>
<BR>
Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#reset(com.badlogic.gdx.physics.box2d.Body, long)">reset
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A> body,
long
addr)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setDensity(float)">setDensity
</A></B>(float
density)
</CODE>
<BR>
Set the density of this fixture.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setFilterData(com.badlogic.gdx.physics.box2d.Filter)">setFilterData
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter
</A> filter)
</CODE>
<BR>
Set the contact filtering data.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setFriction(float)">setFriction
</A></B>(float
friction)
</CODE>
<BR>
Set the coefficient of friction.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setRestitution(float)">setRestitution
</A></B>(float
restitution)
</CODE>
<BR>
Set the coefficient of restitution.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setSensor(boolean)">setSensor
</A></B>(boolean
sensor)
</CODE>
<BR>
Set if this fixture is a sensor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setUserData(java.lang.Object)">setUserData
</A></B>(java.lang.Object
userData)
</CODE>
<BR>
Sets custom user data.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#testPoint(float, float)">testPoint
</A></B>(float
x,
float
y)
</CODE>
<BR>
Test a point for containment in this fixture.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#testPoint(com.badlogic.gdx.math.Vector2)">testPoint
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> p)
</CODE>
<BR>
Test a point for containment in this fixture.
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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</B></FONT></TH>
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<A NAME="addr"><!-- --></A><H3>
addr
</H3>
<PRE>
protected long
<B>addr
</B></PRE>
<DL>
<DD>the address of the fixture
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="shape"><!-- --></A><H3>
shape
</H3>
<PRE>
protected
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A> <B>shape
</B></PRE>
<DL>
<DD>the shape, initialized lazy
<P>
<DL>
</DL>
</DL>
<HR>
<A NAME="userData"><!-- --></A><H3>
userData
</H3>
<PRE>
protected java.lang.Object
<B>userData
</B></PRE>
<DL>
<DD>user specified data
<P>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="Fixture(com.badlogic.gdx.physics.box2d.Body, long)"><!-- --></A><H3>
Fixture
</H3>
<PRE>
protected
<B>Fixture
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A> body,
long
addr)
</PRE>
<DL>
<DD>Constructs a new fixture
<P>
<DL>
<DT><B>Parameters:
</B><DD><CODE>addr
</CODE> - the address of the fixture
</DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="reset(com.badlogic.gdx.physics.box2d.Body, long)"><!-- --></A><H3>
reset
</H3>
<PRE>
protected void
<B>reset
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A> body,
long
addr)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getType()"><!-- --></A><H3>
getType
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.Type.html" title="enum in com.badlogic.gdx.physics.box2d">Shape.Type
</A> <B>getType
</B>()
</PRE>
<DL>
<DD>Get the type of the child shape. You can use this to down cast to the concrete shape.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the shape type.
</DL>
</DD>
</DL>
<HR>
<A NAME="getShape()"><!-- --></A><H3>
getShape
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Shape.html" title="class in com.badlogic.gdx.physics.box2d">Shape
</A> <B>getShape
</B>()
</PRE>
<DL>
<DD>Returns the shape of this fixture
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setSensor(boolean)"><!-- --></A><H3>
setSensor
</H3>
<PRE>
public void
<B>setSensor
</B>(boolean
sensor)
</PRE>
<DL>
<DD>Set if this fixture is a sensor.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="isSensor()"><!-- --></A><H3>
isSensor
</H3>
<PRE>
public boolean
<B>isSensor
</B>()
</PRE>
<DL>
<DD>Is this fixture a sensor (non-solid)?
<P>
<DD><DL>
<DT><B>Returns:
</B><DD>the true if the shape is a sensor.
</DL>
</DD>
</DL>
<HR>
<A NAME="setFilterData(com.badlogic.gdx.physics.box2d.Filter)"><!-- --></A><H3>
setFilterData
</H3>
<PRE>
public void
<B>setFilterData
</B>(
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter
</A> filter)
</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getFilterData()"><!-- --></A><H3>
getFilterData
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Filter.html" title="class in com.badlogic.gdx.physics.box2d">Filter
</A> <B>getFilterData
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="refilter()"><!-- --></A><H3>
refilter
</H3>
<PRE>
public void
<B>refilter
</B>()
</PRE>
<DL>
<DD>Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getBody()"><!-- --></A><H3>
getBody
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/physics/box2d/Body.html" title="class in com.badlogic.gdx.physics.box2d">Body
</A> <B>getBody
</B>()
</PRE>
<DL>
<DD>Get the parent body of this fixture. This is NULL if the fixture is not attached.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="testPoint(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
testPoint
</H3>
<PRE>
public boolean
<B>testPoint
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> p)
</PRE>
<DL>
<DD>Test a point for containment in this fixture.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>p
</CODE> - a point in world coordinates.
</DL>
</DD>
</DL>
<HR>
<A NAME="testPoint(float, float)"><!-- --></A><H3>
testPoint
</H3>
<PRE>
public boolean
<B>testPoint
</B>(float
x,
float
y)
</PRE>
<DL>
<DD>Test a point for containment in this fixture.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>x
</CODE> - the x-coordinate
<DD><CODE>y
</CODE> - the y-coordinate
</DL>
</DD>
</DL>
<HR>
<A NAME="setDensity(float)"><!-- --></A><H3>
setDensity
</H3>
<PRE>
public void
<B>setDensity
</B>(float
density)
</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getDensity()"><!-- --></A><H3>
getDensity
</H3>
<PRE>
public float
<B>getDensity
</B>()
</PRE>
<DL>
<DD>Get the density of this fixture.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getFriction()"><!-- --></A><H3>
getFriction
</H3>
<PRE>
public float
<B>getFriction
</B>()
</PRE>
<DL>
<DD>Get the coefficient of friction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setFriction(float)"><!-- --></A><H3>
setFriction
</H3>
<PRE>
public void
<B>setFriction
</B>(float
friction)
</PRE>
<DL>
<DD>Set the coefficient of friction.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getRestitution()"><!-- --></A><H3>
getRestitution
</H3>
<PRE>
public float
<B>getRestitution
</B>()
</PRE>
<DL>
<DD>Get the coefficient of restitution.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setRestitution(float)"><!-- --></A><H3>
setRestitution
</H3>
<PRE>
public void
<B>setRestitution
</B>(float
restitution)
</PRE>
<DL>
<DD>Set the coefficient of restitution.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setUserData(java.lang.Object)"><!-- --></A><H3>
setUserData
</H3>
<PRE>
public void
<B>setUserData
</B>(java.lang.Object
userData)
</PRE>
<DL>
<DD>Sets custom user data.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getUserData()"><!-- --></A><H3>
getUserData
</H3>
<PRE>
public java.lang.Object
<B>getUserData
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Returns:
</B><DD>custom user data
</DL>
</DD>
</DL>
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