/******************************************************************************* * 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. ******************************************************************************/ package org.jbox2d.dynamics.joints; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; /** * Prismatic joint definition. This requires defining a line of motion using an axis and an anchor * point. The definition uses local anchor points and a local axis so that the initial configuration * can violate the constraint slightly. The joint translation is zero when the local anchor points * coincide in world space. Using local anchors and a local axis helps when saving and loading a * game. * * @warning at least one body should by dynamic with a non-fixed rotation. * @author Daniel * */ public class PrismaticJointDef 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 local translation axis in body1. */ public final Vec2 localAxisA; /** * The constrained angle between the bodies: body2_angle - body1_angle. */ public float referenceAngle; /** * Enable/disable the joint limit. */ public boolean enableLimit; /** * The lower translation limit, usually in meters. */ public float lowerTranslation; /** * The upper translation limit, usually in meters. */ public float upperTranslation; /** * Enable/disable the joint motor. */ public boolean enableMotor; /** * The maximum motor torque, usually in N-m. */ public float maxMotorForce; /** * The desired motor speed in radians per second. */ public float motorSpeed; public PrismaticJointDef() { super(JointType.PRISMATIC); localAnchorA = new Vec2(); localAnchorB = new Vec2(); localAxisA = new Vec2(1.0f, 0.0f); referenceAngle = 0.0f; enableLimit = false; lowerTranslation = 0.0f; upperTranslation = 0.0f; enableMotor = false; maxMotorForce = 0.0f; motorSpeed = 0.0f; } /** * Initialize the bodies, anchors, axis, and reference angle using the world anchor and world * axis. */ public void initialize(Body b1, Body b2, Vec2 anchor, Vec2 axis) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); bodyA.getLocalVectorToOut(axis, localAxisA); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } }