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Apache License
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/******************************************************************************* * Copyright 2011 See AUTHORS file./*from www . ja v a2s .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.JointDef; /** * Mouse joint definition. This requires a world target point, tuning * parameters, and the time step. */ public class MouseJointDef extends JointDef { public MouseJointDef() { type = JointType.MouseJoint; } /** * The initial world target point. This is assumed to coincide with the body * anchor initially. */ public final Vector2 target = new Vector2(); /** * The maximum constraint force that can be exerted to move the candidate * body. Usually you will express as some multiple of the weight (multiplier * * mass * gravity). */ public float maxForce = 0; /** The response speed. */ public float frequencyHz = 5.0f; /** The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio = 0.7f; }