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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.physics.box2d.joints;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Joint;
import com.badlogic.gdx.physics.box2d.World;

/** A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force.
 * This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual
 * because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed. */
public class MouseJoint extends Joint {
	/*JNI
#include 
	 */
	
	public MouseJoint (World world, long addr) {
		super(world, addr);
	}

	/** Use this to update the target point. */
	public void setTarget (Vector2 target) {
		jniSetTarget(addr, target.x, target.y);
	}

	private native void jniSetTarget (long addr, float x, float y); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		joint->SetTarget( b2Vec2(x, y ) );
	*/

	/** Use this to update the target point. */
	final float[] tmp = new float[2];
	private final Vector2 target = new Vector2();

	public Vector2 getTarget () {
		jniGetTarget(addr, tmp);
		target.x = tmp[0];
		target.y = tmp[1];
		return target;
	}

	private native void jniGetTarget (long addr, float[] target); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		target[0] = joint->GetTarget().x;
		target[1] = joint->GetTarget().y;
	*/

	/** Set/get the maximum force in Newtons. */
	public void setMaxForce (float force) {
		jniSetMaxForce(addr, force);
	}

	private native void jniSetMaxForce (long addr, float force); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		joint->SetMaxForce( force );
	*/

	/** Set/get the maximum force in Newtons. */
	public float getMaxForce () {
		return jniGetMaxForce(addr);
	}

	private native float jniGetMaxForce (long addr); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		return joint->GetMaxForce();
	*/

	/** Set/get the frequency in Hertz. */
	public void setFrequency (float hz) {
		jniSetFrequency(addr, hz);
	}

	private native void jniSetFrequency (long addr, float hz); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		joint->SetFrequency(hz);
	*/

	/** Set/get the frequency in Hertz. */
	public float getFrequency () {
		return jniGetFrequency(addr);
	}

	private native float jniGetFrequency (long addr); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		return joint->GetFrequency();
	*/

	/** Set/get the damping ratio (dimensionless). */
	public void setDampingRatio (float ratio) {
		jniSetDampingRatio(addr, ratio);
	}

	private native void jniSetDampingRatio (long addr, float ratio); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		joint->SetDampingRatio( ratio );
	*/

	/** Set/get the damping ratio (dimensionless). */
	public float getDampingRatio () {
		return jniGetDampingRatio(addr);
	}

	private native float jniGetDampingRatio (long addr); /*
		b2MouseJoint* joint = (b2MouseJoint*)addr;
		return joint->GetDampingRatio();
	*/
}




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