/* * 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. */ /* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package org.jbox2d.dynamics.joints; import com.almasb.fxgl.core.math.Vec2; import org.jbox2d.dynamics.Body; /** * Revolute joint definition. This requires defining an anchor point where the bodies are joined. * The definition uses local anchor points so that the initial configuration can violate the * constraint slightly. You also need to specify the initial relative angle for joint limits. This * helps when saving and loading a game. The local anchor points are measured from the body's origin * rather than the center of mass because:<br/> * <ul> * <li>you might not know where the center of mass will be.</li> * <li>if you add/remove shapes from a body and recompute the mass, the joints will be broken.</li> * </ul> */ public class RevoluteJointDef extends JointDef { /** * The local anchor point relative to body1's origin. */ public Vec2 localAnchorA; /** * The local anchor point relative to body2's origin. */ public Vec2 localAnchorB; /** * The body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle; /** * A flag to enable joint limits. */ public boolean enableLimit; /** * The lower angle for the joint limit (radians). */ public float lowerAngle; /** * The upper angle for the joint limit (radians). */ public float upperAngle; /** * A flag to enable the joint motor. */ public boolean enableMotor; /** * The desired motor speed. Usually in radians per second. */ public float motorSpeed; /** * The maximum motor torque used to achieve the desired motor speed. Usually in N-m. */ public float maxMotorTorque; public RevoluteJointDef() { super(JointType.REVOLUTE); localAnchorA = new Vec2(0.0f, 0.0f); localAnchorB = new Vec2(0.0f, 0.0f); referenceAngle = 0.0f; lowerAngle = 0.0f; upperAngle = 0.0f; maxMotorTorque = 0.0f; motorSpeed = 0.0f; enableLimit = false; enableMotor = false; } /** * Initialize the bodies, anchors, and reference angle using the world anchor. * * @param b1 * @param b2 * @param anchor */ public void initialize(final Body b1, final Body b2, final Vec2 anchor) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } }