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The source code is released under:
Apache License
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/******************************************************************************* * Copyright 2011 See AUTHORS file.// w ww . j ava2s . c om * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.physics.box2d.joints; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.JointDef; /** * Distance joint definition. This requires defining an anchor point on both * bodies and the non-zero length of the distance joint. The definition uses * local anchor points so that the initial configuration can violate the * constraint slightly. This helps when saving and loading a game. * * @warning Do not use a zero or short length. */ public class DistanceJointDef extends JointDef { public DistanceJointDef() { type = JointType.DistanceJoint; } /** Initialize the bodies, anchors, and length using the world anchors. */ public void initialize(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB) { this.bodyA = bodyA; this.bodyB = bodyB; this.localAnchorA.set(bodyA.getLocalPoint(anchorA)); this.localAnchorB.set(bodyB.getLocalPoint(anchorB)); this.length = anchorA.dst(anchorB); } /** The local anchor point relative to body1's origin. */ public final Vector2 localAnchorA = new Vector2(); /** The local anchor point relative to body2's origin. */ public final Vector2 localAnchorB = new Vector2(); /** The natural length between the anchor points. */ public float length = 1; /** The mass-spring-damper frequency in Hertz. */ public float frequencyHz = 0; /** The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio = 0; }