com.badlogic.gdx.physics.box2d.joints.RopeJointDef 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
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* 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
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******************************************************************************/
package com.badlogic.gdx.physics.box2d.joints;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.JointDef;
/** Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will
* not collide. see collideConnected in b2JointDef.
* @author mzechner */
public class RopeJointDef extends JointDef {
public RopeJointDef () {
type = JointType.RopeJoint;
}
/** The local anchor point relative to bodyA's origin. **/
public final Vector2 localAnchorA = new Vector2(-1, 0);
/** The local anchor point relative to bodyB's origin. **/
public final Vector2 localAnchorB = new Vector2(1, 0);
/** The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect. */
public float maxLength = 0;
}