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Apache License
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/******************************************************************************* * Copyright 2011 See AUTHORS file.//from w ww. j a v a 2 s. 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; /** * Revolute joint definition. This requires defining an anchor point where the * bodies are joined. The definition uses local anchor points so that the * initial configuration can violate the constraint slightly. You also need to * specify the initial relative angle for joint limits. This helps when saving * and loading a game. The local anchor points are measured from the body's * origin rather than the center of mass because: 1. you might not know where * the center of mass will be. 2. if you add/remove shapes from a body and * recompute the mass, the joints will be broken. */ public class RevoluteJointDef extends JointDef { public RevoluteJointDef() { type = JointType.RevoluteJoint; } /** * Initialize the bodies, anchors, and reference angle using a world anchor * point. */ public void initialize(Body bodyA, Body bodyB, Vector2 anchor) { this.bodyA = bodyA; this.bodyB = bodyB; localAnchorA.set(bodyA.getLocalPoint(anchor)); localAnchorB.set(bodyB.getLocalPoint(anchor)); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } /** 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 body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle = 0; /** A flag to enable joint limits. */ public boolean enableLimit = false; /** The lower angle for the joint limit (radians). */ public float lowerAngle = 0; /** The upper angle for the joint limit (radians). */ public float upperAngle = 0; /** A flag to enable the joint motor. */ public boolean enableMotor = false; /** The desired motor speed. Usually in radians per second. */ public float motorSpeed = 0; /** * The maximum motor torque used to achieve the desired motor speed. Usually * in N-m. */ public float maxMotorTorque = 0; }