/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package org.jbox2d.dynamics.joints;
import com.almasb.fxgl.core.math.Vec2;
import org.jbox2d.dynamics.Body;
//Updated to rev 56->130->142 of b2DistanceJoint.cpp/.h
/**
* 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 {
/** The local anchor point relative to body1's origin. */
public final Vec2 localAnchorA;
/** The local anchor point relative to body2's origin. */
public final Vec2 localAnchorB;
/** The equilibrium length between the anchor points. */
public float length;
/**
* The mass-spring-damper frequency in Hertz.
*/
public float frequencyHz;
/**
* The damping ratio. 0 = no damping, 1 = critical damping.
*/
public float dampingRatio;
public DistanceJointDef() {
super(JointType.DISTANCE);
localAnchorA = new Vec2(0.0f, 0.0f);
localAnchorB = new Vec2(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/**
* Initialize the bodies, anchors, and length using the world anchors.
*
* @param b1 First body
* @param b2 Second body
* @param anchor1 World anchor on first body
* @param anchor2 World anchor on second body
*/
public void initialize(final Body b1, final Body b2, final Vec2 anchor1, final Vec2 anchor2) {
bodyA = b1;
bodyB = b2;
localAnchorA.set(bodyA.getLocalPoint(anchor1));
localAnchorB.set(bodyB.getLocalPoint(anchor2));
Vec2 d = anchor2.sub(anchor1);
length = d.length();
}
}