/* * 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. */ /** * Created at 12:11:41 PM Jan 23, 2011 */ package org.jbox2d.dynamics.joints; import com.almasb.fxgl.core.math.Vec2; import org.jbox2d.common.JBoxSettings; import org.jbox2d.dynamics.Body; /** * Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, and a * pulley ratio. * * @author Daniel Murphy */ public class PulleyJointDef extends JointDef { /** * The first ground anchor in world coordinates. This point never moves. */ public Vec2 groundAnchorA; /** * The second ground anchor in world coordinates. This point never moves. */ public Vec2 groundAnchorB; /** * The local anchor point relative to bodyA's origin. */ public Vec2 localAnchorA; /** * The local anchor point relative to bodyB's origin. */ public Vec2 localAnchorB; /** * The a reference length for the segment attached to bodyA. */ public float lengthA; /** * The a reference length for the segment attached to bodyB. */ public float lengthB; /** * The pulley ratio, used to simulate a block-and-tackle. */ public float ratio; public PulleyJointDef() { super(JointType.PULLEY); groundAnchorA = new Vec2(-1.0f, 1.0f); groundAnchorB = new Vec2(1.0f, 1.0f); localAnchorA = new Vec2(-1.0f, 0.0f); localAnchorB = new Vec2(1.0f, 0.0f); lengthA = 0.0f; lengthB = 0.0f; ratio = 1.0f; collideConnected = true; } /** * Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. */ public void initialize(Body b1, Body b2, Vec2 ga1, Vec2 ga2, Vec2 anchor1, Vec2 anchor2, float r) { bodyA = b1; bodyB = b2; groundAnchorA = ga1; groundAnchorB = ga2; localAnchorA = bodyA.getLocalPoint(anchor1); localAnchorB = bodyB.getLocalPoint(anchor2); Vec2 d1 = anchor1.sub(ga1); lengthA = d1.length(); Vec2 d2 = anchor2.sub(ga2); lengthB = d2.length(); ratio = r; assert (ratio > JBoxSettings.EPSILON); } }