com.badlogic.gdx.physics.box2d.joints.MouseJointDef Maven / Gradle / Ivy
/*******************************************************************************
* 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;
}