/******************************************************************************* * 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; /** 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: 1. you might not know where the center of mass will be. 2. if you add/remove shapes * from a body and recompute the mass, the joints will be broken. */ public class RevoluteJointDef extends JointDef { public RevoluteJointDef () { type = JointType.RevoluteJoint; } /** Initialize the bodies, anchors, and reference angle using a world anchor point. */ public void initialize (Body bodyA, Body bodyB, Vector2 anchor) { this.bodyA = bodyA; this.bodyB = bodyB; localAnchorA.set(bodyA.getLocalPoint(anchor)); localAnchorB.set(bodyB.getLocalPoint(anchor)); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } /** The local anchor point relative to body1's origin. */ public final Vector2 localAnchorA = new Vector2(); /** The local anchor point relative to body2's origin. */ public final Vector2 localAnchorB = new Vector2();; /** The body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle = 0; /** A flag to enable joint limits. */ public boolean enableLimit = false; /** The lower angle for the joint limit (radians). */ public float lowerAngle = 0; /** The upper angle for the joint limit (radians). */ public float upperAngle = 0; /** A flag to enable the joint motor. */ public boolean enableMotor = false; /** The desired motor speed. Usually in radians per second. */ public float motorSpeed = 0; /** The maximum motor torque used to achieve the desired motor speed. Usually in N-m. */ public float maxMotorTorque = 0; @Override public org.jbox2d.dynamics.joints.JointDef toJBox2d () { org.jbox2d.dynamics.joints.RevoluteJointDef jd = new org.jbox2d.dynamics.joints.RevoluteJointDef(); jd.bodyA = bodyA.body; jd.bodyB = bodyB.body; jd.collideConnected = collideConnected; jd.enableLimit = enableLimit; jd.enableMotor = enableMotor; jd.localAnchorA.set(localAnchorA.x, localAnchorA.y); jd.localAnchorB.set(localAnchorB.x, localAnchorB.y); jd.lowerAngle = lowerAngle; jd.maxMotorTorque = maxMotorTorque; jd.motorSpeed = motorSpeed; jd.referenceAngle = referenceAngle; jd.type = org.jbox2d.dynamics.joints.JointType.REVOLUTE; jd.upperAngle = upperAngle; return jd; } }