/******************************************************************************* * 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; /** * 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:<br/> * <ul> * <li>you might not know where the center of mass will be.</li> * <li>if you add/remove shapes from a body and recompute the mass, the joints will be broken.</li> * </ul> */ public class RevoluteJointDef extends JointDef { /** * The local anchor point relative to body1's origin. */ public Vec2 localAnchorA; /** * The local anchor point relative to body2's origin. */ public Vec2 localAnchorB; /** * The body2 angle minus body1 angle in the reference state (radians). */ public float referenceAngle; /** * A flag to enable joint limits. */ public boolean enableLimit; /** * The lower angle for the joint limit (radians). */ public float lowerAngle; /** * The upper angle for the joint limit (radians). */ public float upperAngle; /** * A flag to enable the joint motor. */ public boolean enableMotor; /** * The desired motor speed. Usually in radians per second. */ public float motorSpeed; /** * The maximum motor torque used to achieve the desired motor speed. Usually in N-m. */ public float maxMotorTorque; public RevoluteJointDef() { super(JointType.REVOLUTE); localAnchorA = new Vec2(0.0f, 0.0f); localAnchorB = new Vec2(0.0f, 0.0f); referenceAngle = 0.0f; lowerAngle = 0.0f; upperAngle = 0.0f; maxMotorTorque = 0.0f; motorSpeed = 0.0f; enableLimit = false; enableMotor = false; } /** * Initialize the bodies, anchors, and reference angle using the world anchor. * * @param b1 * @param b2 * @param anchor */ public void initialize(final Body b1, final Body b2, final Vec2 anchor) { bodyA = b1; bodyB = b2; bodyA.getLocalPointToOut(anchor, localAnchorA); bodyB.getLocalPointToOut(anchor, localAnchorB); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } }