/* * 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; /** * Mouse joint definition. This requires a world target point, tuning parameters, and the time step. * * @author Daniel */ public class MouseJointDef extends JointDef { /** * The initial world target point. This is assumed to coincide with the body anchor initially. */ public final Vec2 target = new Vec2(); /** * The maximum constraint force that can be exerted to move the candidate body. Usually you will * express as some multiple of the weight (multiplier * mass * gravity). */ public float maxForce; /** * The response speed. */ public float frequencyHz; /** * The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio; public MouseJointDef() { super(JointType.MOUSE); target.set(0, 0); maxForce = 0; frequencyHz = 5; dampingRatio = .7f; } }