/// Creates a fixture and attach it to this body. Use this function if you need /// to set some fixture parameters, like friction. Otherwise you can create the /// fixture directly from a shape. /// If the density is non-zero, this function automatically updates the mass of the body. /// Contacts are not created until the next time step. /// @param def the fixture definition. /// @warning This function is locked during callbacks. public b2Fixture CreateFixture(b2FixtureDef def) { Debug.Assert(m_world.IsLocked() == false); if (m_world.IsLocked() == true) { return(null); } b2Fixture fixture = new b2Fixture(); fixture.Create(this, def); if ((m_flags & BodyFlags.e_activeFlag) != 0) { b2BroadPhase broadPhase = m_world.m_contactManager.m_broadPhase; fixture.CreateProxies(broadPhase, m_xf); } fixture.m_next = m_fixtureList; m_fixtureList = fixture; ++m_fixtureCount; fixture.m_body = this; // Adjust mass properties if needed. if (fixture.m_density > 0.0f) { ResetMassData(); } // Let the world know we have a new fixture. This will cause new contacts // to be created at the beginning of the next time step. m_world.m_flags |= b2World.WorldFlags.e_newFixture; return(fixture); }