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com.almasb.fxgl.physics.box2d.dynamics.joints.RevoluteJointDef 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;
/**
* 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 final class RevoluteJointDef extends JointDef {
/**
* The local anchor point relative to body1's origin.
*/
public Vec2 localAnchorA = new Vec2();
/**
* The local anchor point relative to body2's origin.
*/
public Vec2 localAnchorB = new Vec2();
/**
* The body2 angle minus body1 angle in the reference state (radians).
*/
public float referenceAngle = 0f;
/**
* A flag to enable joint limits.
*/
public boolean enableLimit = false;
/**
* The lower angle for the joint limit (radians).
*/
public float lowerAngle = 0f;
/**
* The upper angle for the joint limit (radians).
*/
public float upperAngle = 0f;
/**
* A flag to enable the joint motor.
*/
public boolean enableMotor = false;
/**
* The desired motor speed. Usually in radians per second.
*/
public float motorSpeed = 0f;
/**
* The maximum motor torque used to achieve the desired motor speed. Usually in N-m.
*/
public float maxMotorTorque = 0f;
/**
* Initialize the bodies, anchors and reference angle using the anchor in world coordinates.
*/
public void initialize(Body b1, Body b2, Vec2 anchor) {
setBodyA(b1);
setBodyB(b2);
b1.getLocalPointToOut(anchor, localAnchorA);
b2.getLocalPointToOut(anchor, localAnchorB);
referenceAngle = b2.getAngle() - b1.getAngle();
}
@Override
protected RevoluteJoint createJoint(World world) {
return new RevoluteJoint(world.getPool(), this);
}
}
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