/*******************************************************************************
* 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.JointDef;
/**
* Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected
* objects will not collide. see collideConnected in b2JointDef.
*
* @author mzechner
*/
public class RopeJointDef extends JointDef {
public RopeJointDef() {
type = JointType.RopeJoint;
}
/** The local anchor point relative to bodyA's origin. **/
public final Vector2 localAnchorA = new Vector2(-1, 0);
/** The local anchor point relative to bodyB's origin. **/
public final Vector2 localAnchorB = new Vector2(1, 0);
/**
* The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect.
*/
public float maxLength = 0;
}