com.badlogic.gdx.physics.box2d.joints.FrictionJointDef Maven / Gradle / Ivy
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* 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.Body;
import com.badlogic.gdx.physics.box2d.JointDef;
/** Friction joint definition. */
public class FrictionJointDef extends JointDef {
public FrictionJointDef () {
type = JointType.FrictionJoint;
}
/** Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis. */
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));
}
/** The local anchor point relative to bodyA's origin. */
public final Vector2 localAnchorA = new Vector2();
/** The local anchor point relative to bodyB's origin. */
public final Vector2 localAnchorB = new Vector2();
/** The maximum friction force in N. */
public float maxForce = 0;
/** The maximum friction torque in N-m. */
public float maxTorque = 0;
}