/*******************************************************************************
* 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;
}