/******************************************************************************* * 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; public class WeldJointDef extends JointDef { public WeldJointDef() { type = JointType.WeldJoint; } // / Initialize the bodies, anchors, and reference angle using a world // / anchor point. public void initialize(Body body1, Body body2, Vector2 anchor) { this.bodyA = body1; this.bodyB = body2; this.localAnchorA.set(body1.getLocalPoint(anchor)); this.localAnchorB.set(body2.getLocalPoint(anchor)); referenceAngle = body2.getAngle() - body1.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; }