/*
* 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.
*/
package org.jbox2d.dynamics.joints;
import org.jbox2d.dynamics.Body;
/**
* Joint definitions are used to construct joints.
* @author Daniel Murphy
*/
public class JointDef {
public JointDef(JointType type) {
this.type = type;
userData = null;
bodyA = null;
bodyB = null;
collideConnected = false;
}
/**
* The joint type is set automatically for concrete joint types.
*/
public JointType type;
/**
* Use this to attach application specific data to your joints.
*/
public Object userData;
/**
* The first attached body.
*/
public Body bodyA;
/**
* The second attached body.
*/
public Body bodyB;
/**
* Set this flag to true if the attached bodies should collide.
*/
public boolean collideConnected;
}