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/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB ([email protected])
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* Created at 7:23:39 AM Jan 20, 2011
*/
package org.jbox2d.dynamics.joints;
import com.almasb.fxgl.core.math.Vec2;
import org.jbox2d.dynamics.Body;
/**
* Friction joint definition.
*
* @author Daniel Murphy
*/
public class FrictionJointDef extends JointDef {
/**
* The local anchor point relative to bodyA's origin.
*/
public final Vec2 localAnchorA;
/**
* The local anchor point relative to bodyB's origin.
*/
public final Vec2 localAnchorB;
/**
* The maximum friction force in N.
*/
public float maxForce;
/**
* The maximum friction torque in N-m.
*/
public float maxTorque;
public FrictionJointDef() {
super(JointType.FRICTION);
localAnchorA = new Vec2();
localAnchorB = new Vec2();
maxForce = 0f;
maxTorque = 0f;
}
/**
* Initialize the bodies, anchors, axis, and reference angle using the world anchor and world
* axis.
*/
public void initialize(Body bA, Body bB, Vec2 anchor) {
bodyA = bA;
bodyB = bB;
bA.getLocalPointToOut(anchor, localAnchorA);
bB.getLocalPointToOut(anchor, localAnchorB);
}
}