/* * 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; /** * Prismatic joint definition. This requires defining a line of motion using an axis and an anchor * point. The definition uses local anchor points and a local axis so that the initial configuration * can violate the constraint slightly. The joint translation is zero when the local anchor points * coincide in world space. Using local anchors and a local axis helps when saving and loading a * game. * * @warning at least one body should by dynamic with a non-fixed rotation. * @author Daniel * */ public class PrismaticJointDef 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 local translation axis in body1. */ public final Vec2 localAxisA; /** * The constrained angle between the bodies: body2_angle - body1_angle. */ public float referenceAngle; /** * Enable/disable the joint limit. */ public boolean enableLimit; /** * The lower translation limit, usually in meters. */ public float lowerTranslation; /** * The upper translation limit, usually in meters. */ public float upperTranslation; /** * Enable/disable the joint motor. */ public boolean enableMotor; /** * The maximum motor torque, usually in N-m. */ public float maxMotorForce; /** * The desired motor speed in radians per second. */ public float motorSpeed; public PrismaticJointDef() { super(JointType.PRISMATIC); localAnchorA = new Vec2(); localAnchorB = new Vec2(); localAxisA = new Vec2(1.0f, 0.0f); referenceAngle = 0.0f; enableLimit = false; lowerTranslation = 0.0f; upperTranslation = 0.0f; enableMotor = false; maxMotorForce = 0.0f; motorSpeed = 0.0f; } /** * Initialize the bodies, anchors, axis, and reference angle using the world anchor and world * axis. */ public void initialize(Body b1, Body b2, Vec2 anchor, Vec2 axis) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); bodyA.getLocalVectorToOut(axis, localAxisA); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } }