/******************************************************************************* * 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. ******************************************************************************/ /** * Created at 7:23:39 AM Jan 20, 2011 */ package org.jbox2d.dynamics.joints; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; /** * Friction joint definition. * * @author Daniel Murphy */ public class FrictionJointDef extends JointDef { /** * The local anchor point relative to bodyA's origin. */ public final Vec2 localAnchorA; /** * The local anchor point relative to bodyB's origin. */ public final Vec2 localAnchorB; /** * The maximum friction force in N. */ public float maxForce; /** * The maximum friction torque in N-m. */ public float maxTorque; public FrictionJointDef() { super(JointType.FRICTION); localAnchorA = new Vec2(); localAnchorB = new Vec2(); maxForce = 0f; maxTorque = 0f; } /** * Initialize the bodies, anchors, axis, and reference angle using the world anchor and world * axis. */ public void initialize(Body bA, Body bB, Vec2 anchor) { bodyA = bA; bodyB = bB; bA.getLocalPointToOut(anchor, localAnchorA); bB.getLocalPointToOut(anchor, localAnchorB); } }