/******************************************************************************* * 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; /** * Distance joint definition. This requires defining an anchor point on both bodies and the non-zero length of the * distance joint. The definition uses local anchor points so that the initial configuration can violate the constraint * slightly. This helps when saving and loading a game. * * @warning Do not use a zero or short length. */ public class DistanceJointDef extends JointDef { public DistanceJointDef() { type = JointType.DistanceJoint; } /** Initialize the bodies, anchors, and length using the world anchors. */ public void initialize(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB) { this.bodyA = bodyA; this.bodyB = bodyB; this.localAnchorA.set(bodyA.getLocalPoint(anchorA)); this.localAnchorB.set(bodyB.getLocalPoint(anchorB)); this.length = anchorA.dst(anchorB); } /** The local anchor point relative to body1's origin. */ public final Vector2 localAnchorA = new Vector2(); /** The local anchor point relative to body2's origin. */ public final Vector2 localAnchorB = new Vector2(); /** The natural length between the anchor points. */ public float length = 1; /** The mass-spring-damper frequency in Hertz. */ public float frequencyHz = 0; /** The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio = 0; }