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/*
 * 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;

/**
 * Revolute joint definition. This requires defining an anchor point where the bodies are joined.
 * The definition uses local anchor points so that the initial configuration can violate the
 * constraint slightly. You also need to specify the initial relative angle for joint limits. This
 * helps when saving and loading a game. The local anchor points are measured from the body's origin
 * rather than the center of mass because:
*
    *
  • you might not know where the center of mass will be.
  • *
  • if you add/remove shapes from a body and recompute the mass, the joints will be broken.
  • *
*/ public class RevoluteJointDef extends JointDef { /** * The local anchor point relative to body1's origin. */ public Vec2 localAnchorA; /** * The local anchor point relative to body2's origin. */ public Vec2 localAnchorB; /** * The body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle; /** * A flag to enable joint limits. */ public boolean enableLimit; /** * The lower angle for the joint limit (radians). */ public float lowerAngle; /** * The upper angle for the joint limit (radians). */ public float upperAngle; /** * A flag to enable the joint motor. */ public boolean enableMotor; /** * The desired motor speed. Usually in radians per second. */ public float motorSpeed; /** * The maximum motor torque used to achieve the desired motor speed. Usually in N-m. */ public float maxMotorTorque; public RevoluteJointDef() { super(JointType.REVOLUTE); localAnchorA = new Vec2(0.0f, 0.0f); localAnchorB = new Vec2(0.0f, 0.0f); referenceAngle = 0.0f; lowerAngle = 0.0f; upperAngle = 0.0f; maxMotorTorque = 0.0f; motorSpeed = 0.0f; enableLimit = false; enableMotor = false; } /** * Initialize the bodies, anchors, and reference angle using the world anchor. * * @param b1 * @param b2 * @param anchor */ public void initialize(final Body b1, final Body b2, final Vec2 anchor) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } }




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