/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the <organization> nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ package org.jbox2d.dynamics.joints; import org.jbox2d.common.Vec2; //updated to rev 100 public class Jacobian { public final Vec2 linearA = new Vec2(); public float angularA; public final Vec2 linearB = new Vec2(); public float angularB; public void setZero(){ linearA.setZero(); linearB.setZero(); angularA = 0f; angularB = 0f; } public void set(Vec2 x1, float a1, Vec2 x2, float a2){ linearA.set(x1); linearB.set(x2); angularA = a1; angularB = a2; } public float compute(Vec2 x1, float a1, Vec2 x2, float a2){ return Vec2.dot(linearA, x1) + angularA * a1 + Vec2.dot(linearB, x2) + angularB * a2; } }