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com.almasb.fxgl.physics.box2d.dynamics.joints.MotorJointDef Maven / Gradle / Ivy
/*
* FXGL - JavaFX Game Library. The MIT License (MIT).
* Copyright (c) AlmasB ([email protected]).
* See LICENSE for details.
*/
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;
/**
* Motor joint definition.
*
* @author dmurph
*/
public class MotorJointDef extends JointDef {
/**
* Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
*/
public final Vec2 linearOffset = new Vec2();
/**
* The bodyB angle minus bodyA angle in radians.
*/
public float angularOffset;
/**
* The maximum motor force in N.
*/
public float maxForce;
/**
* The maximum motor torque in N-m.
*/
public float maxTorque;
/**
* Position correction factor in the range [0,1].
*/
public float correctionFactor;
public MotorJointDef() {
angularOffset = 0;
maxForce = 1;
maxTorque = 1;
correctionFactor = 0.3f;
}
public void initialize(Body bA, Body bB) {
setBodyA(bA);
setBodyB(bB);
Vec2 xB = bB.getPosition();
bA.getLocalPointToOut(xB, linearOffset);
float angleA = bA.getAngle();
float angleB = bB.getAngle();
angularOffset = angleB - angleA;
}
@Override
protected MotorJoint createJoint(World world) {
return new MotorJoint(world.getPool(), this);
}
}
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