/*
* 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;
}
}