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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.
 */
package org.jbox2d.dynamics.joints;

import org.jbox2d.dynamics.Body;

/**
 * A joint edge is used to connect bodies and joints together
 * in a joint graph where each body is a node and each joint
 * is an edge. A joint edge belongs to a doubly linked list
 * maintained in each attached body. Each joint has two joint
 * nodes, one for each attached body.
 * @author Daniel
 */
public class JointEdge {

    /**
     * Provides quick access to the other body attached
     */
    public Body other = null;

    /**
     * the joint
     */
    public Joint joint = null;

    /**
     * the previous joint edge in the body's joint list
     */
    public JointEdge prev = null;

    /**
     * the next joint edge in the body's joint list
     */
    public JointEdge next = null;
}




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