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.
Fiture's AABB.
Get the parent body of this fixture. This is NULL if the fixture is not attached.
The parent body.
Get the density of this fixture.
Density
Get the contact filtering data.
Filter data.
Get the coefficient of friction.
Friction.
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.
This is a reference to a valid b2MassData, if it is null a new b2MassData is allocated and then returned. Default = null.
Mass data.
Get the next fixture in the parent body's fixture list.
Next fixture.
Get the coefficient of restitution.
Restitution.
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.
Fixture shape.
Get the type of the child shape. You can use this to down cast to the concrete shape.
Shape type enum.
Get the user data that was assigned in the fixture definition. Use this to store your application specific data.
User provided data. Cast to your object type.
Is this fixture a sensor (non-solid)?
True if the shape is a sensor, otherwise false.
Perform a ray cast against this shape.
Ray cast results. This argument is out.
Ray cast input parameters.
True if the ray hits the shape, otherwise false.
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.
The new density.
Set the contact filtering data. This will not update contacts until the next time step when either parent body is active and awake.
The new filter data.
Set the coefficient of friction.
The new friction coefficient.
Get the coefficient of restitution.
Set if this fixture is a sensor.
True to set as a sensor, false to not be a sensor.
Set the user data. Use this to store your application specific data.
User provided data.
Test a point for containment in this fixture.
Point to test against, in world coordinates.
True if the point is in this shape, otherwise false.
Generated using TypeDoc
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.
you cannot reuse fixtures.