/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.physics.box2d.joints;
import com.badlogic.gdx.physics.box2d.Joint;
import com.badlogic.gdx.physics.box2d.World;
/**
* A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear
* ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one
* joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of
* 1/length.
* @warning The revolute and prismatic joints must be attached to fixed bodies (which must be body1 on those joints).
*/
public class GearJoint extends Joint {
public GearJoint (World world, long addr) {
super(world, addr);
}
/**
* Set/Get the gear ratio.
*/
public void setRatio (float ratio) {
jniSetRatio(addr, ratio);
}
private native void jniSetRatio (long addr, float ratio);
/**
* Set/Get the gear ratio.
*/
public float getRatio () {
return jniGetRatio(addr);
}
private native float jniGetRatio (long addr);
}