118 const b2Shape* GetShape()
const;
121 void SetSensor(
bool sensor);
125 bool IsSensor()
const;
133 const b2Filter& GetFilterData()
const;
141 const b2Body* GetBody()
const;
150 void* GetUserData()
const;
153 void SetUserData(
void*
data);
157 bool TestPoint(
const b2Vec2&
p)
const;
171 void SetDensity(
float32 density);
181 void SetFriction(
float32 friction);
184 float32 GetRestitution()
const;
188 void SetRestitution(
float32 restitution);
196 void Dump(
int32 bodyIndex);
240 return m_shape->GetType();
311 m_friction = friction;
316 return m_restitution;
321 m_restitution = restitution;
326 return m_shape->TestPoint(m_body->GetTransform(), p);
331 return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
336 m_shape->ComputeMass(massData, m_density);
341 b2Assert(0 <= childIndex && childIndex < m_proxyCount);
342 return m_proxies[childIndex].aabb;
float32 GetFriction() const
Get the coefficient of friction.
b2Shape::Type GetType() const
void SetFriction(float32 friction)
void SetRestitution(float32 restitution)
float32 GetRestitution() const
Get the coefficient of restitution.
GLenum GLenum GLenum input
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, int32 childIndex) const
bool TestPoint(const b2Vec2 &p) const
void SetUserData(void *data)
Set the user data. Use this to store your application specific data.
const b2Filter & GetFilterData() const
Get the contact filtering data.
This proxy is used internally to connect fixtures to the broad-phase.
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
A rigid body. These are created via b2World::CreateBody.
float32 GetDensity() const
Get the density of this fixture.
bool b2IsValid(float32 x)
This function is used to ensure that a floating point number is not a NaN or infinity.
b2Filter filter
Contact filtering data.
This holds contact filtering data.
GLint GLenum GLsizei GLint GLsizei const GLvoid * data
void GetMassData(b2MassData *massData) const
float32 density
The density, usually in kg/m^2.
void SetDensity(float32 density)
void * userData
Use this to store application specific fixture data.
b2FixtureDef()
The constructor sets the default fixture definition values.
An axis aligned bounding box.
float32 restitution
The restitution (elasticity) usually in the range [0,1].
b2FixtureProxy * m_proxies
const b2AABB & GetAABB(int32 childIndex) const
uint16 categoryBits
The collision category bits. Normally you would just set one bit.
This holds the mass data computed for a shape.
float32 friction
The friction coefficient, usually in the range [0,1].
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble f
void * GetUserData() const