/******************************************************************************* * Copyright (c) 2013, 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. * * 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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. ******************************************************************************/ /* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package org.jbox2d.dynamics.joints; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; //Updated to rev 56->130->142 of b2DistanceJoint.cpp/.h /** * Distance joint definition. This requires defining an anchor point on both bodies and the non-zero * length of the distance joint. The definition uses local anchor points so that the initial * configuration can violate the constraint slightly. This helps when saving and loading a game. * * @warning Do not use a zero or short length. */ public class DistanceJointDef extends JointDef { /** The local anchor point relative to body1's origin. */ public final Vec2 localAnchorA; /** The local anchor point relative to body2's origin. */ public final Vec2 localAnchorB; /** The equilibrium length between the anchor points. */ public float length; /** * The mass-spring-damper frequency in Hertz. */ public float frequencyHz; /** * The damping ratio. 0 = no damping, 1 = critical damping. */ public float dampingRatio; public DistanceJointDef() { super(JointType.DISTANCE); localAnchorA = new Vec2(0.0f, 0.0f); localAnchorB = new Vec2(0.0f, 0.0f); length = 1.0f; frequencyHz = 0.0f; dampingRatio = 0.0f; } /** * Initialize the bodies, anchors, and length using the world anchors. * * @param b1 First body * @param b2 Second body * @param anchor1 World anchor on first body * @param anchor2 World anchor on second body */ public void initialize(final Body b1, final Body b2, final Vec2 anchor1, final Vec2 anchor2) { bodyA = b1; bodyB = b2; localAnchorA.set(bodyA.getLocalPoint(anchor1)); localAnchorB.set(bodyB.getLocalPoint(anchor2)); Vec2 d = anchor2.sub(anchor1); length = d.length(); } }