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/*******************************************************************************
 * Copyright (c) 2011, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the  nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/
package org.jbox2d.dynamics.joints;

import org.jbox2d.common.Vec2;

public class MouseJointDef extends JointDef {
	/**
	 * The initial world target point. This is assumed
	 * to coincide with the body anchor initially.
	 */
	public final Vec2 target = new Vec2();

	/**
	 * The maximum constraint force that can be exerted
	 * to move the candidate body. Usually you will express
	 * as some multiple of the weight (multiplier * mass * gravity).
	 */
	public float maxForce;

	/**
	 * The response speed.
	 */
	public float frequencyHz;

	/**
	 * The damping ratio. 0 = no damping, 1 = critical damping.
	 */
	public float dampingRatio;
	
	public MouseJointDef(){
		type = JointType.MOUSE;
		target.set(0,0);
		maxForce = 0;
		frequencyHz = 5;
		dampingRatio = .7f;
	}
}




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