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com.almasb.fxgl.physics.box2d.dynamics.joints.DistanceJointDef Maven / Gradle / Ivy
/*
* FXGL - JavaFX Game Library. The MIT License (MIT).
* Copyright (c) AlmasB ([email protected]).
* See LICENSE for details.
*/
/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package com.almasb.fxgl.physics.box2d.dynamics.joints;
import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.physics.box2d.dynamics.Body;
import com.almasb.fxgl.physics.box2d.dynamics.World;
//Updated to rev 56->130->142 of b2DistanceJoint.cpp/.h
/**
* Distance joint definition. This requires defining an anchor point on both bodies and the non-zero
* length of the distance joint. The definition uses local anchor points so that the initial
* configuration can violate the constraint slightly. This helps when saving and loading a game.
*
* @warning Do not use a zero or short length.
*/
public class DistanceJointDef extends JointDef {
/** The local anchor point relative to body1's origin. */
public final Vec2 localAnchorA;
/** The local anchor point relative to body2's origin. */
public final Vec2 localAnchorB;
/** The equilibrium length between the anchor points. */
public float length;
/**
* The mass-spring-damper frequency in Hertz.
*/
public float frequencyHz;
/**
* The damping ratio. 0 = no damping, 1 = critical damping.
*/
public float dampingRatio;
public DistanceJointDef() {
localAnchorA = new Vec2(0.0f, 0.0f);
localAnchorB = new Vec2(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/**
* Initialize the bodies, anchors, and length using the world anchors.
*
* @param b1 First body
* @param b2 Second body
* @param anchor1 World anchor on first body
* @param anchor2 World anchor on second body
*/
public void initialize(final Body b1, final Body b2, final Vec2 anchor1, final Vec2 anchor2) {
setBodyA(b1);
setBodyB(b2);
localAnchorA.set(b1.getLocalPoint(anchor1));
localAnchorB.set(b2.getLocalPoint(anchor2));
Vec2 d = anchor2.sub(anchor1);
length = d.length();
}
@Override
protected DistanceJoint createJoint(World world) {
return new DistanceJoint(world.getPool(), this);
}
}
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