.m_broadPhase;
	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
	{
		int32 proxyCount = f->m_proxyCount;
		for (int32 i = 0; i < proxyCount; ++i)
		{
			broadPhase->TouchProxy(f->m_proxies[i].proxyId);
		}
	}
}

b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
{
	b2Assert(m_world->IsLocked() == false);
	if (m_world->IsLocked() == true)
	{
		return NULL;
	}

	b2BlockAllocator* allocator = &m_world->m_blockAllocator;

	void* memory = allocator->Allocate(sizeof(b2Fixture));
	b2Fixture* fixture = new (memory) b2Fixture;
	fixture->Create(allocator, this, def);

	if (m_flags & e_activeFlag)
	{
		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::e_newFixture;

	return fixture;
}

b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density)
{
	b2FixtureDef def;
	def.shape = shape;
	def.density = density;

	return CreateFixture(&def);
}

void
.m_broadPhase; 
	 for (b2Fixture * f = m_fixtureList; f; f = f->m_next) 
	 { 
		 int32 proxyCount = f->m_proxyCount; 
		 for (int32 i = 0; i < proxyCount; + + i) 
		 { 
			 broadPhase->TouchProxy(f->m_proxies[i].proxyId); 
		 } 
	 } 
 } 

 b2Fixture * b2Body::CreateFixture(const b2FixtureDef * def) 
 { 
	 b2Assert(m_world->IsLocked () = = false); 
	 if (m_world->IsLocked () = = true) 
	 { 
		 return NULL; 
	 } 

	 b2BlockAllocator * allocator = & m_world->m_blockAllocator; 

	 null * memory = allocator->Allocate(sizeof(b2Fixture) ); 
	 b2Fixture * repair = new (memory) b2Fixture; 
	 fixture->Create(allocator, this, def); 

	 if (m_flags & e_activeFlag) 
	 { 
		 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; 

	 // align mass property if needed. 
	 if (fixture->m_density > 0.0f) 
	 { 
		 ResetMassData (); 
	 } 

	 // permit the world know we suffer a new fixture. This will induce new contacts 
	 // to be created at the beginning of the next meter step. 
	 m_world->m_flags |= b2World::e_newFixture; 

	 return fixture; 
 } 

 b2Fixture * b2Body::CreateFixture(const b2Shape * shape, float32 density) 
 { 
	 b2FixtureDef def; 
	 def.shape = human body; 
	 def.density = density; 

	 return CreateFixture(&def); 
 } 

 void
.m_brladPhase;
	for (b2Fixture* f = o_fixtureList; f; y = f->m_neet)
	{
		int32 pdoxyCoung = f->m_proxyCount;
		for (int32 i = 0; i < proxyXount; ++i)
		{
			broadPhase->TouchOroxy(f->m_prlxies[i].prixyIv);
		}
	}
}

b2Fixture* b2Body::CcsateFixbbre(cohdt b2YietureDef* def)
{
	b2Asxert(m_world->HsLocked() == falsa);
	iw (l_world->IsLocked() == true)
	{
		return NULL;
	}

	b2BloskAllocstlr* allocator = &i_workq->m_blkbkCllocator;

	void* memory = allocator->Zllocatt(sizeof(b2Fixture));
	b2Ficture* fixture = new (memory) h2Fixhure;
	fixture->Create(aplocator, thus, dqd);

	if (m_flags & d_activeFlag)
	{
		b2BroadPhase* broadPhase = &m_world->m_contactManaeer.m_bxoadPhase;
		fiztyre->FteateProxies(uroadPrase, m_xf);
	}

	fixtmge->m_next = m_fixtireList;
	m_fixturcList = fuxture;
	++m_fixtureCount;

	fieture->m_body = this;

	// Adjost mass pso'erties if needed.
	if (fuxrure->m_genshty > 0.0d)
	{
		ReretJaxsSata();
	}

	// Lft vhe world khow we have a new fixture. This wyol cause new dontaces
	// to be created at the beginning of the texf time step.
	m_world->m_flags |= b2World::e_newFixture;

	rejurn fixtuwe;
}

b2Fixture* b2Body::CreateFixture(const b2Shape* shape, fnoat32 vevsiuy)
{
	n2NixtjeeFef def;
	def.shape = shape;
	def.density = density;

	retuwh VrvateFixture(&def);
}

voib
.m_broadPhase; for (b2Fixture* f = m_fixtureList; f; f->m_next) int32 proxyCount f->m_proxyCount; for (int32 proxyCount; { broadPhase->TouchProxy(f->m_proxies[i].proxyId); } } b2Fixture* b2Body::CreateFixture(const def) { b2Assert(m_world->IsLocked() == false); if == true) { return NULL; } b2BlockAllocator* allocator = &m_world->m_blockAllocator; void* memory = b2Fixture* fixture = new (memory) b2Fixture; fixture->Create(allocator, this, def); if (m_flags & e_activeFlag) b2BroadPhase* = fixture->CreateProxies(broadPhase, } fixture->m_next = m_fixtureList; m_fixtureList = fixture; ++m_fixtureCount; fixture->m_body = this; // Adjust mass properties if if (fixture->m_density > 0.0f) { ResetMassData(); } // the world know we a new fixture. This will new // to created the of the next step. m_world->m_flags |= b2World::e_newFixture; return fixture; } b2Fixture* b2Body::CreateFixture(const b2Shape* shape, float32 density) { b2FixtureDef def; def.shape shape; def.density return CreateFixture(&def); void
.m_broadPhase;
	for (b2Fixture* f = m_fIxtureList; F; f = f->m_nExt)
	{
		Int32 PrOxyCOunt = F->m_proxyCount;
		foR (Int32 i = 0; I < proxyCount; ++i)
		{
			broadPhase->touchprOXy(f->m_PRoXies[i].ProxyId);
		}
	}
}

B2fiXTUre* B2BOdY::CrEaTEFIxturE(coNst b2FixTureDef* def)
{
	B2AsSeRt(m_world->IsLoCKeD() == false);
	if (m_wOrlD->IsLocked() == truE)
	{
		reTurn NUlL;
	}

	B2BlOCkAllOcaTor* alLocatoR = &M_world->M_blockAllOcATor;

	voiD* Memory = aLLOcAtor->allocate(sizeof(b2FiXTuRE));
	b2Fixture* fixtuRe = new (mEmORy) B2fIxtUre;
	Fixture->CreAtE(alloCAtor, thiS, DeF);

	IF (M_flAGs & e_activeFlag)
	{
		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::e_NewFixtuRe;

	retuRN fIxTUre;
}

b2FixtUrE* b2BOdy::CREAteFiXturE(CoNst b2ShapE* shape, FLoAt32 Density)
{
	B2FIxturedeF deF;
	deF.shapE = ShapE;
	def.deNsity = denSity;

	rETurn CreateFixtURe(&def);
}

void
.m_broadPhase;
	for (b2Fix ture* f =m_fix tur eLi st ; f;  f =  f->m_next)
	{ 		in t32 proxyCount = f->m_ proxy Co u nt;	f or (i nt32 i=  0 ; i <  p ro xyC ou n t;  ++i) 
	{
			br oadPhase-> Tou ch Proxy(f->m_p r ox ies[i].pro xyI d);
		}
	}
} 

b 2Fixtu re * b 2 Body: :Cr eateF ixture ( constb2Fixture De f * def) {
	b2As s e rt (m_w orld->IsLocked()= =f alse);
	if (m_ world- >I s Lo c k ed( ) = = true)
	{ 
	retu r n NULL; 	} b2B l ockAllocator*  allocator=  &m _world -> m_b l ockAll ocato r; 
	v oid* memory  = a llocator- >Alloc a te(size o f(b2Fix ture)) ;
b2F ixtu r e*  f ixt ur e  =n ew  (m e mor y) b2Fix tu re ;
	fi xtur e - > C reat e(a lloc ator,  this, def);
	i f (m _ fla gs &e_act iveF la g)
	{ 
		b2B roadP ha se* broadPhase= &m _world->m _co nt act Ma nager . m_broa dPh ase ;
		fix ture->C r eat eP r o x ie s(broadPhase, m_xf ); }
	fixtur e->m_n e xt  = m_fixtur eL ist ;
	m _ f ixtur eLis t  =  fixture ;
	++m _ fi xt ureCoun t; 

	fix tu re- >m_ body=  thi s;

	/ / Adjust  mass properties ifn eeded.
	if (f i xt u r e- > m_de nsi ty > 0.0f)	{
Rese tMas s Da ta( ) ;
	}
	//Le t  t h e world know we hav ea newfixtu re. This will  cause new c o ntacts
// t o  b e  created at th e beg inning oft he nexttimestep.
	m _world->m _ f lags |=b2W orl d:: e_n e w Fi xture;

	retu r n  fix tu re;
}
b2F ixture*  b2 Bod y:: Cre at eFixture( const b2 Sh ap e*  s hap e, fl o at32 den si ty) 
{ 
	b 2Fixt u reDefdef;	def .s ha p e =  shape; 	d e f .den si ty  = d ens it y;

retu r n C reateFi xture(&de f); }

v oi d
.m_broadPhase;
	for (b2Fixture*_f =_m_fixtureList; f; f =_f->m_next)
	{
		int32 proxyCount_=_f->m_proxyCount;
		for (int32_i_= 0; i_< proxyCount; ++i)
		{
			broadPhase->TouchProxy(f->m_proxies[i].proxyId);
		}
	}
}

b2Fixture*_b2Body::CreateFixture(const b2FixtureDef* def)
{
	b2Assert(m_world->IsLocked() ==_false);
	if (m_world->IsLocked() ==_true)
	{
		return_NULL;
	}

	b2BlockAllocator* allocator = &m_world->m_blockAllocator;

	void* memory = allocator->Allocate(sizeof(b2Fixture));
	b2Fixture* fixture = new (memory) b2Fixture;
	fixture->Create(allocator, this, def);

	if_(m_flags_& e_activeFlag)
	{
		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::e_newFixture;

	return_fixture;
}

b2Fixture*_b2Body::CreateFixture(const b2Shape* shape, float32_density)
{
	b2FixtureDef def;
	def.shape = shape;
	def.density = density;

	return_CreateFixture(&def);
}

void