/******************************************************************************* * 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.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.JointDef; /** Pulley joint definition. This requires two ground anchors, two dynamic body anchor points, max lengths for each side, and a * pulley ratio. */ public class PulleyJointDef extends JointDef { private final static float minPulleyLength = 2.0f; public PulleyJointDef () { type = JointType.PulleyJoint; collideConnected = true; } /** Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. */ public void initialize (Body bodyA, Body bodyB, Vector2 groundAnchorA, Vector2 groundAnchorB, Vector2 anchorA, Vector2 anchorB, float ratio) { this.bodyA = bodyA; this.bodyB = bodyB; this.groundAnchorA.set(groundAnchorA); this.groundAnchorB.set(groundAnchorB); this.localAnchorA.set(bodyA.getLocalPoint(anchorA)); this.localAnchorB.set(bodyB.getLocalPoint(anchorB)); lengthA = anchorA.dst(groundAnchorA); lengthB = anchorB.dst(groundAnchorB); this.ratio = ratio; float C = lengthA + ratio * lengthB; } /** The first ground anchor in world coordinates. This point never moves. */ public final Vector2 groundAnchorA = new Vector2(-1, 1); /** The second ground anchor in world coordinates. This point never moves. */ public final Vector2 groundAnchorB = new Vector2(1, 1); /** The local anchor point relative to bodyA's origin. */ public final Vector2 localAnchorA = new Vector2(-1, 0); /** The local anchor point relative to bodyB's origin. */ public final Vector2 localAnchorB = new Vector2(1, 0); /** The a reference length for the segment attached to bodyA. */ public float lengthA = 0; /** The a reference length for the segment attached to bodyB. */ public float lengthB = 0; /** The pulley ratio, used to simulate a block-and-tackle. */ public float ratio = 1; @Override public org.jbox2d.dynamics.joints.JointDef toJBox2d () { org.jbox2d.dynamics.joints.PulleyJointDef jd = new org.jbox2d.dynamics.joints.PulleyJointDef(); jd.bodyA = bodyA.body; jd.bodyB = bodyB.body; jd.collideConnected = collideConnected; jd.groundAnchorA.set(groundAnchorA.x, groundAnchorB.y); jd.groundAnchorB.set(groundAnchorB.x, groundAnchorB.y); jd.lengthA = lengthA; jd.lengthB = lengthB; jd.localAnchorA.set(localAnchorA.x, localAnchorA.y); jd.localAnchorB.set(localAnchorB.x, localAnchorB.y); jd.ratio = ratio; jd.type = org.jbox2d.dynamics.joints.JointType.PULLEY; return jd; } }