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A GWT-compatible port of JBox2D, for use with PlayN games.
/*******************************************************************************
* 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;
import org.jbox2d.dynamics.Body;
/**
* Prismatic joint definition. This requires defining a line of
* motion using an axis and an anchor point. The definition uses local
* anchor points and a local axis so that the initial configuration
* can violate the constraint slightly. The joint translation is zero
* when the local anchor points coincide in world space. Using local
* anchors and a local axis helps when saving and loading a game.
* @warning at least one body should by dynamic with a non-fixed rotation.
* @author Daniel
*
*/
public class PrismaticJointDef extends JointDef {
/**
* The local anchor point relative to body1's origin.
*/
public final Vec2 localAnchorA;
/**
* The local anchor point relative to body2's origin.
*/
public final Vec2 localAnchorB;
/**
* The local translation axis in body1.
*/
public final Vec2 localAxis1;
/**
* The constrained angle between the bodies: body2_angle - body1_angle.
*/
public float referenceAngle;
/**
* Enable/disable the joint limit.
*/
public boolean enableLimit;
/**
* The lower translation limit, usually in meters.
*/
public float lowerTranslation;
/**
* The upper translation limit, usually in meters.
*/
public float upperTranslation;
/**
* Enable/disable the joint motor.
*/
public boolean enableMotor;
/**
* The maximum motor torque, usually in N-m.
*/
public float maxMotorForce;
/**
* The desired motor speed in radians per second.
*/
public float motorSpeed;
public PrismaticJointDef(){
type = JointType.PRISMATIC;
localAnchorA = new Vec2();
localAnchorB = new Vec2();
localAxis1 = new Vec2(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/**
* Initialize the bodies, anchors, axis, and reference angle using the world
* anchor and world axis.
*/
public void initialize(Body b1, Body b2, Vec2 anchor, Vec2 axis){
bodyA = b1;
bodyB = b2;
bodyA.getLocalPointToOut(anchor, localAnchorA);
bodyB.getLocalPointToOut(anchor, localAnchorB);
bodyA.getLocalVectorToOut(axis, localAxis1);
referenceAngle = bodyB.getAngle() - bodyA.getAngle();
}
}