Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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; @Override public org.jbox2d.dynamics.joints.JointDef toJBox2d() { org.jbox2d.dynamics.joints.MouseJointDef jd = new org.jbox2d.dynamics.joints.MouseJointDef(); jd.bodyA = bodyA.body; jd.bodyB = bodyB.body; jd.collideConnected = collideConnected; jd.dampingRatio = dampingRatio; jd.frequencyHz = frequencyHz; jd.maxForce = maxForce; jd.target.set(target.x, target.y); jd.type = org.jbox2d.dynamics.joints.JointType.MOUSE; return jd; } }