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Fixture (libgdx API)
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com.badlogic.gdx.physics.box2d</FONT>
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Class Fixture</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.physics.box2d.Fixture</B>
</PRE>
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<DL>
<DT><PRE>public class <B>Fixture</B><DT>extends java.lang.Object</DL>
</PRE>

<P>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

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<B>Field Summary</B></FONT></TH>
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<CODE>protected &nbsp;long</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#addr">addr</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the address of the fixture</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the shape, initialized lazy</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#userData">userData</A></B></CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;user specified data</TD>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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<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>&nbsp;body,
        long&nbsp;addr)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new fixture</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== METHOD SUMMARY =========== -->

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<B>Method Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getDensity()">getDensity</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the density of this fixture.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getFriction()">getFriction</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the coefficient of friction.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getRestitution()">getRestitution</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the coefficient of restitution.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the shape of this fixture</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;java.lang.Object</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#getUserData()">getUserData</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#isSensor()">isSensor</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#refilter()">refilter</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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 &nbsp;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>&nbsp;body,
      long&nbsp;addr)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setDensity(float)">setDensity</A></B>(float&nbsp;density)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the density of this fixture.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;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>&nbsp;filter)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the contact filtering data.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setFriction(float)">setFriction</A></B>(float&nbsp;friction)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the coefficient of friction.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setRestitution(float)">setRestitution</A></B>(float&nbsp;restitution)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the coefficient of restitution.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#setSensor(boolean)">setSensor</A></B>(boolean&nbsp;sensor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;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&nbsp;userData)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets custom user data.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/physics/box2d/Fixture.html#testPoint(float, float)">testPoint</A></B>(float&nbsp;x,
          float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;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>&nbsp;p)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Test a point for containment in this fixture.</TD>
</TR>
</TABLE>
&nbsp;<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>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

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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>
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<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>&nbsp;body,
                  long&nbsp;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="">
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<B>Method Detail</B></FONT></TH>
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<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>&nbsp;body,
                     long&nbsp;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&nbsp;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>&nbsp;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>&nbsp;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&nbsp;x,
                         float&nbsp;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&nbsp;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&nbsp;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&nbsp;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&nbsp;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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