/* * 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(); } }