/******************************************************************************* * 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; public class MotorJointDef extends JointDef { public MotorJointDef () { type = JointType.MotorJoint; } /** Initialize the bodies and offsets using the current transforms. */ public void initialize (Body body1, Body body2) { this.bodyA = body1; this.bodyB = body2; this.linearOffset.set(bodyA.getLocalPoint(bodyB.getPosition())); this.angularOffset = bodyB.getAngle() - bodyA.getAngle(); } /** Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. */ public final Vector2 linearOffset = new Vector2(); /** The bodyB angle minus bodyA angle in radians. */ public float angularOffset = 0.0f; /** The maximum motor force in N. */ public float maxForce = 1.0f; /** The maximum motor torque in N-m. */ public float maxTorque = 1.0f; /** Position correction factor in the range [0,1]. */ public float correctionFactor = 0.3f; }