This file is indexed.

/usr/include/Box2D/Dynamics/b2Fixture.h is in libbox2d-dev 2.3.0+ds-2.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef B2_FIXTURE_H
#define B2_FIXTURE_H

#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>

class b2BlockAllocator;
class b2Body;
class b2BroadPhase;
class b2Fixture;

/// This holds contact filtering data.
struct b2Filter
{
	b2Filter()
	{
		categoryBits = 0x0001;
		maskBits = 0xFFFF;
		groupIndex = 0;
	}

	/// The collision category bits. Normally you would just set one bit.
	uint16 categoryBits;

	/// The collision mask bits. This states the categories that this
	/// shape would accept for collision.
	uint16 maskBits;

	/// Collision groups allow a certain group of objects to never collide (negative)
	/// or always collide (positive). Zero means no collision group. Non-zero group
	/// filtering always wins against the mask bits.
	int16 groupIndex;
};

/// A fixture definition is used to create a fixture. This class defines an
/// abstract fixture definition. You can reuse fixture definitions safely.
struct b2FixtureDef
{
	/// The constructor sets the default fixture definition values.
	b2FixtureDef()
	{
		shape = NULL;
		userData = NULL;
		friction = 0.2f;
		restitution = 0.0f;
		density = 0.0f;
		isSensor = false;
	}

	/// The shape, this must be set. The shape will be cloned, so you
	/// can create the shape on the stack.
	const b2Shape* shape;

	/// Use this to store application specific fixture data.
	void* userData;

	/// The friction coefficient, usually in the range [0,1].
	float32 friction;

	/// The restitution (elasticity) usually in the range [0,1].
	float32 restitution;

	/// The density, usually in kg/m^2.
	float32 density;

	/// A sensor shape collects contact information but never generates a collision
	/// response.
	bool isSensor;

	/// Contact filtering data.
	b2Filter filter;
};

/// This proxy is used internally to connect fixtures to the broad-phase.
struct b2FixtureProxy
{
	b2AABB aabb;
	b2Fixture* fixture;
	int32 childIndex;
	int32 proxyId;
};

/// 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.
class b2Fixture
{
public:
	/// Get the type of the child shape. You can use this to down cast to the concrete shape.
	/// @return the shape type.
	b2Shape::Type GetType() const;

	/// 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* GetShape();
	const b2Shape* GetShape() const;

	/// Set if this fixture is a sensor.
	void SetSensor(bool sensor);

	/// Is this fixture a sensor (non-solid)?
	/// @return the true if the shape is a sensor.
	bool IsSensor() const;

	/// 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 SetFilterData(const b2Filter& filter);

	/// Get the contact filtering data.
	const b2Filter& GetFilterData() const;

	/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
	void Refilter();

	/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
	/// @return the parent body.
	b2Body* GetBody();
	const b2Body* GetBody() const;

	/// Get the next fixture in the parent body's fixture list.
	/// @return the next shape.
	b2Fixture* GetNext();
	const b2Fixture* GetNext() const;

	/// Get the user data that was assigned in the fixture definition. Use this to
	/// store your application specific data.
	void* GetUserData() const;

	/// Set the user data. Use this to store your application specific data.
	void SetUserData(void* data);

	/// Test a point for containment in this fixture.
	/// @param p a point in world coordinates.
	bool TestPoint(const b2Vec2& p) const;

	/// Cast a ray against this shape.
	/// @param output the ray-cast results.
	/// @param input the ray-cast input parameters.
	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;

	/// 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.
	void GetMassData(b2MassData* massData) const;

	/// 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 SetDensity(float32 density);

	/// Get the density of this fixture.
	float32 GetDensity() const;

	/// Get the coefficient of friction.
	float32 GetFriction() const;

	/// Set the coefficient of friction. This will _not_ change the friction of
	/// existing contacts.
	void SetFriction(float32 friction);

	/// Get the coefficient of restitution.
	float32 GetRestitution() const;

	/// Set the coefficient of restitution. This will _not_ change the restitution of
	/// existing contacts.
	void SetRestitution(float32 restitution);

	/// 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.
	const b2AABB& GetAABB(int32 childIndex) const;

	/// Dump this fixture to the log file.
	void Dump(int32 bodyIndex);

protected:

	friend class b2Body;
	friend class b2World;
	friend class b2Contact;
	friend class b2ContactManager;

	b2Fixture();

	// We need separation create/destroy functions from the constructor/destructor because
	// the destructor cannot access the allocator (no destructor arguments allowed by C++).
	void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
	void Destroy(b2BlockAllocator* allocator);

	// These support body activation/deactivation.
	void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
	void DestroyProxies(b2BroadPhase* broadPhase);

	void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);

	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;
};

inline b2Shape::Type b2Fixture::GetType() const
{
	return m_shape->GetType();
}

inline b2Shape* b2Fixture::GetShape()
{
	return m_shape;
}

inline const b2Shape* b2Fixture::GetShape() const
{
	return m_shape;
}

inline bool b2Fixture::IsSensor() const
{
	return m_isSensor;
}

inline const b2Filter& b2Fixture::GetFilterData() const
{
	return m_filter;
}

inline void* b2Fixture::GetUserData() const
{
	return m_userData;
}

inline void b2Fixture::SetUserData(void* data)
{
	m_userData = data;
}

inline b2Body* b2Fixture::GetBody()
{
	return m_body;
}

inline const b2Body* b2Fixture::GetBody() const
{
	return m_body;
}

inline b2Fixture* b2Fixture::GetNext()
{
	return m_next;
}

inline const b2Fixture* b2Fixture::GetNext() const
{
	return m_next;
}

inline void b2Fixture::SetDensity(float32 density)
{
	b2Assert(b2IsValid(density) && density >= 0.0f);
	m_density = density;
}

inline float32 b2Fixture::GetDensity() const
{
	return m_density;
}

inline float32 b2Fixture::GetFriction() const
{
	return m_friction;
}

inline void b2Fixture::SetFriction(float32 friction)
{
	m_friction = friction;
}

inline float32 b2Fixture::GetRestitution() const
{
	return m_restitution;
}

inline void b2Fixture::SetRestitution(float32 restitution)
{
	m_restitution = restitution;
}

inline bool b2Fixture::TestPoint(const b2Vec2& p) const
{
	return m_shape->TestPoint(m_body->GetTransform(), p);
}

inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
{
	return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
}

inline void b2Fixture::GetMassData(b2MassData* massData) const
{
	m_shape->ComputeMass(massData, m_density);
}

inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
{
	b2Assert(0 <= childIndex && childIndex < m_proxyCount);
	return m_proxies[childIndex].aabb;
}

#endif