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Java Source Code
/*******************************************************************************
* Copyright 2011 See AUTHORS file./*fromwww.java2s.com*/
*
* 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;
/**
* Prismatic joint definition. This requires defining a line of motion using an
* axis and an anchor point. The definition uses local anchor points and a local
* axis so that the initial configuration can violate the constraint slightly.
* The joint translation is zero when the local anchor points coincide in world
* space. Using local anchors and a local axis helps when saving and loading a
* game.
*
* @warning at least one body should by dynamic with a non-fixed rotation.
*/publicclass PrismaticJointDef extends JointDef {
public PrismaticJointDef() {
type = JointType.PrismaticJoint;
}
/**
* Initialize the bodies, anchors, axis, and reference angle using the world
* anchor and world axis.
*/publicvoid initialize(Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis) {
this.bodyA = bodyA;
this.bodyB = bodyB;
localAnchorA.set(bodyA.getLocalPoint(anchor));
localAnchorB.set(bodyB.getLocalPoint(anchor));
localAxisA.set(bodyA.getLocalVector(axis));
referenceAngle = bodyB.getAngle() - bodyA.getAngle();
}
/** The local anchor point relative to body1's origin. */publicfinal Vector2 localAnchorA = new Vector2();
/** The local anchor point relative to body2's origin. */publicfinal Vector2 localAnchorB = new Vector2();
/** The local translation axis in body1. */publicfinal Vector2 localAxisA = new Vector2(1, 0);
/** The constrained angle between the bodies: body2_angle - body1_angle. */publicfloat referenceAngle = 0;
/** Enable/disable the joint limit. */publicboolean enableLimit = false;
/** The lower translation limit, usually in meters. */publicfloat lowerTranslation = 0;
/** The upper translation limit, usually in meters. */publicfloat upperTranslation = 0;
/** Enable/disable the joint motor. */publicboolean enableMotor = false;
/** The maximum motor torque, usually in N-m. */publicfloat maxMotorForce = 0;
/** The desired motor speed in radians per second. */publicfloat motorSpeed = 0;
}