/* * 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 com.almasb.fxgl.core.math.Vec2; import org.jbox2d.dynamics.Body; /** * Motor joint definition. * * @author dmurph */ public class MotorJointDef extends JointDef { /** * Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. */ public final Vec2 linearOffset = new Vec2(); /** * The bodyB angle minus bodyA angle in radians. */ public float angularOffset; /** * The maximum motor force in N. */ public float maxForce; /** * The maximum motor torque in N-m. */ public float maxTorque; /** * Position correction factor in the range [0,1]. */ public float correctionFactor; public MotorJointDef() { super(JointType.MOTOR); angularOffset = 0; maxForce = 1; maxTorque = 1; correctionFactor = 0.3f; } public void initialize(Body bA, Body bB) { bodyA = bA; bodyB = bB; Vec2 xB = bodyB.getPosition(); bodyA.getLocalPointToOut(xB, linearOffset); float angleA = bodyA.getAngle(); float angleB = bodyB.getAngle(); angularOffset = angleB - angleA; } }