| Box2D 2.2.1 A 2D Physics Engine for Games

- Main Page
- Classes
- Files

- Class List
- Class Index
- Class Hierarchy
- Class Members

Public Member Functions | Protected Member Functions | Protected Attributes | Friends
b2Fixture Class Reference

`#include <b2Fixture.h>`

List of all members.

## Public Member Functions

b2Shape::Type | GetType () const
b2Shape * | GetShape ()
const b2Shape * | GetShape () const
void | SetSensor (bool sensor)
| Set if this fixture is a sensor.
bool | IsSensor () const
void | SetFilterData (const b2Filter &filter)
const b2Filter & | GetFilterData () const
| Get the contact filtering data.
void | Refilter ()
| Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
b2Body * | GetBody ()
const b2Body * | GetBody () const
b2Fixture * | GetNext ()
const b2Fixture * | GetNext () const
void * | GetUserData () const
void | SetUserData (void *data)
| Set the user data. Use this to store your application specific data.
bool | TestPoint (const b2Vec2 &p) const
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, int32 childIndex) const
void | GetMassData (b2MassData *massData) const
void | SetDensity (float32 density)
float32 | GetDensity () const
| Get the density of this fixture.
float32 | GetFriction () const
| Get the coefficient of friction.
void | SetFriction (float32 friction)
float32 | GetRestitution () const
| Get the coefficient of restitution.
void | SetRestitution (float32 restitution)
const b2AABB & | GetAABB (int32 childIndex) const
void | Dump (int32 bodyIndex)
| Dump this fixture to the log file.

## Protected Member Functions

void | Create (b2BlockAllocator *allocator, b2Body *body, const b2FixtureDef *def)
void | Destroy (b2BlockAllocator *allocator)
void | CreateProxies (b2BroadPhase *broadPhase, const b2Transform &xf)
void | DestroyProxies (b2BroadPhase *broadPhase)
void | Synchronize (b2BroadPhase *broadPhase, const b2Transform &xf1, const b2Transform &xf2)

## Protected Attributes

float32 | m_density
b2Fixture * | m_next
b2Body * | m_body
b2Shape * | m_shape
float32 | m_friction
float32 | m_restitution
b2FixtureProxy * | m_proxies
int32 | m_proxyCount
b2Filter | m_filter
bool | m_isSensor
void * | m_userData

## Friends

class | b2Body
class | b2World
class | b2Contact
class | b2ContactManager

## Detailed Description

A fixture is used to attach a shape to a body for collision detection. A fixture inherits its transform from its parent. Fixtures hold additional non-geometric data such as friction, collision filters, etc. Fixtures are created via b2Body::CreateFixture.

Warning:
  you cannot reuse fixtures.

## Member Function Documentation

const b2AABB & b2Fixture::GetAABB | ( | int32 | childIndex | ) | const`[inline]`

Get the fixture's AABB. This AABB may be enlarge and/or stale. If you need a more accurate AABB, compute it using the shape and the body transform.

b2Body * b2Fixture::GetBody | ( |  | ) | `[inline]`

Get the parent body of this fixture. This is NULL if the fixture is not attached.

Returns:
  the parent body.

void b2Fixture::GetMassData | ( | b2MassData * | massData | ) | const`[inline]`

Get the mass data for this fixture. The mass data is based on the density and the shape. The rotational inertia is about the shape's origin. This operation may be expensive.

b2Fixture * b2Fixture::GetNext | ( |  | ) | `[inline]`

Get the next fixture in the parent body's fixture list.

Returns:
  the next shape.

b2Shape * b2Fixture::GetShape | ( |  | ) | `[inline]`

Get the child shape. You can modify the child shape, however you should not change the number of vertices because this will crash some collision caching mechanisms. Manipulating the shape may lead to non-physical behavior.

b2Shape::Type b2Fixture::GetType | ( |  | ) | const`[inline]`

Get the type of the child shape. You can use this to down cast to the concrete shape.

Returns:
  the shape type.

void * b2Fixture::GetUserData | ( |  | ) | const`[inline]`

Get the user data that was assigned in the fixture definition. Use this to store your application specific data.

bool b2Fixture::IsSensor | ( |  | ) | const`[inline]`

Is this fixture a sensor (non-solid)?

Returns:
  the true if the shape is a sensor.

bool b2Fixture::RayCast | ( | b2RayCastOutput * | output,
|  | const b2RayCastInput & | input,
|  | int32 | childIndex
| ) |  | const`[inline]`

Cast a ray against this shape.

Parameters:

  output | the ray-cast results.
  input | the ray-cast input parameters.

void b2Fixture::SetDensity | ( | float32 | density | ) | `[inline]`

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.

void b2Fixture::SetFilterData | ( | const b2Filter & | filter | ) |

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.

void b2Fixture::SetFriction | ( | float32 | friction | ) | `[inline]`

Set the coefficient of friction. This will _not_ change the friction of existing contacts.

void b2Fixture::SetRestitution | ( | float32 | restitution | ) | `[inline]`

Set the coefficient of restitution. This will _not_ change the restitution of existing contacts.

bool b2Fixture::TestPoint | ( | const b2Vec2 & | p | ) | const`[inline]`

Test a point for containment in this fixture.

Parameters:

  p | a point in world coordinates.

The documentation for this class was generated from the following files:

- b2Fixture.h
- b2Fixture.cpp

All Classes Files Functions Variables Enumerations Enumerator Defines