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/*******************************************************************************
 * Copyright (c) 2013, 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:
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 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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package org.jbox2d.dynamics.joints;

import org.jbox2d.common.Vec2;

/**
 * Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
 * 
 * @author Daniel
 */
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() {
    super(JointType.MOUSE);
    target.set(0, 0);
    maxForce = 0;
    frequencyHz = 5;
    dampingRatio = .7f;
  }
}




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