/// The constructor sets the default fixture definition values. public FixtureDef() { shape = null; UserData = null; friction = 0.2f; restitution = 0.0f; Density = 0.0f; IsSensor = false; Filter = new Filter(); }
// We need separation create/destroy functions from the constructor/destructor because // the destructor cannot access the allocator (no destructor arguments allowed by C++). internal void Create(Body body, FixtureDef def){ m_userData = def.UserData; m_friction = def.friction; m_restitution = def.restitution; m_body = body; m_next = null; m_filter = def.Filter; m_isSensor = def.IsSensor; m_shape = def.shape.Clone(); // Reserve proxy space int childCount = m_shape.GetChildCount(); m_proxies = new List<FixtureProxy>(); m_Density = def.Density; }