/******************************************************************************* * 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; public class WeldJointDef extends JointDef { public WeldJointDef () { type = JointType.WeldJoint; } // / Initialize the bodies, anchors, and reference angle using a world // / anchor point. public void initialize (Body body1, Body body2, Vector2 anchor) { this.bodyA = body1; this.bodyB = body2; this.localAnchorA.set(body1.getLocalPoint(anchor)); this.localAnchorB.set(body2.getLocalPoint(anchor)); referenceAngle = body2.getAngle() - body1.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; /** The mass-spring-damper frequency in Hertz. Rotation only. Disable softness with a value of 0. */ public float frequencyHz = 0; /** The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio = 0; @Override public org.jbox2d.dynamics.joints.JointDef toJBox2d () { org.jbox2d.dynamics.joints.WeldJointDef jd = new org.jbox2d.dynamics.joints.WeldJointDef(); jd.bodyA = bodyA.body; jd.bodyB = bodyB.body; jd.collideConnected = collideConnected; jd.dampingRatio = dampingRatio; jd.frequencyHz = frequencyHz; jd.localAnchorA.set(localAnchorA.x, localAnchorA.y); jd.localAnchorB.set(localAnchorB.x, localAnchorB.y); jd.referenceAngle = referenceAngle; jd.type = org.jbox2d.dynamics.joints.JointType.WELD; return jd; } }