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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.Body;
import com.badlogic.gdx.physics.box2d.JointDef;

/**
 * Friction joint definition.
 */
public class FrictionJointDef extends JointDef {

  public FrictionJointDef() {
    type = JointType.FrictionJoint;
  }

  /**
   * Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis.
   */
  public void initialize(Body bodyA, Body bodyB, Vector2 anchor) {
    this.bodyA = bodyA;
    this.bodyB = bodyB;
    localAnchorA.set(bodyA.getLocalPoint(anchor));
    localAnchorB.set(bodyB.getLocalPoint(anchor));
  }

  /**
   * The local anchor point relative to bodyA's origin.
   */
  public final Vector2 localAnchorA = new Vector2();

  /**
   * The local anchor point relative to bodyB's origin.
   */
  public final Vector2 localAnchorB = new Vector2();

  /**
   * The maximum friction force in N.
   */
  public float maxForce = 0;

  /**
   * The maximum friction torque in N-m.
   */
  public float maxTorque = 0;
}




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