/******************************************************************************* * 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; /** Friction joint definition. */ public class FrictionJointDef extends JointDef { public FrictionJointDef () { type = JointType.FrictionJoint; } /** Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis. */ public void initialize (Body bodyA, Body bodyB, Vector2 anchor) { this.bodyA = bodyA; this.bodyB = bodyB; localAnchorA.set(bodyA.getLocalPoint(anchor)); localAnchorB.set(bodyB.getLocalPoint(anchor)); } /** The local anchor point relative to bodyA's origin. */ public final Vector2 localAnchorA = new Vector2(); /** The local anchor point relative to bodyB's origin. */ public final Vector2 localAnchorB = new Vector2(); /** The maximum friction force in N. */ public float maxForce = 0; /** The maximum friction torque in N-m. */ public float maxTorque = 0; }