/******************************************************************************* * 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; /** * Revolute joint definition. This requires defining an anchor point where the bodies are joined. The definition uses * local anchor points so that the initial configuration can violate the constraint slightly. You also need to specify * the initial relative angle for joint limits. This helps when saving and loading a game. The local anchor points are * measured from the body's origin rather than the center of mass because: 1. you might not know where the center of * mass will be. 2. if you add/remove shapes from a body and recompute the mass, the joints will be broken. */ public class RevoluteJointDef extends JointDef { public RevoluteJointDef() { type = JointType.RevoluteJoint; } /** Initialize the bodies, anchors, and reference angle using a world anchor point. */ 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)); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } /** 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 body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle = 0; /** A flag to enable joint limits. */ public boolean enableLimit = false; /** The lower angle for the joint limit (radians). */ public float lowerAngle = 0; /** The upper angle for the joint limit (radians). */ public float upperAngle = 0; /** A flag to enable the joint motor. */ public boolean enableMotor = false; /** The desired motor speed. Usually in radians per second. */ public float motorSpeed = 0; /** The maximum motor torque used to achieve the desired motor speed. Usually in N-m. */ public float maxMotorTorque = 0; }