/******************************************************************************* * 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.Joint; import com.badlogic.gdx.physics.box2d.World; /** A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. * This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual * because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed. */ public class MouseJoint extends Joint { // @off /*JNI #include <Box2D/Box2D.h> */ public MouseJoint (World world, long addr) { super(world, addr); } /** Use this to update the target point. */ public void setTarget (Vector2 target) { jniSetTarget(addr, target.x, target.y); } private native void jniSetTarget (long addr, float x, float y); /* b2MouseJoint* joint = (b2MouseJoint*)addr; joint->SetTarget( b2Vec2(x, y ) ); */ /** Use this to update the target point. */ final float[] tmp = new float[2]; private final Vector2 target = new Vector2(); public Vector2 getTarget () { jniGetTarget(addr, tmp); target.x = tmp[0]; target.y = tmp[1]; return target; } private native void jniGetTarget (long addr, float[] target); /* b2MouseJoint* joint = (b2MouseJoint*)addr; target[0] = joint->GetTarget().x; target[1] = joint->GetTarget().y; */ /** Set/get the maximum force in Newtons. */ public void setMaxForce (float force) { jniSetMaxForce(addr, force); } private native void jniSetMaxForce (long addr, float force); /* b2MouseJoint* joint = (b2MouseJoint*)addr; joint->SetMaxForce( force ); */ /** Set/get the maximum force in Newtons. */ public float getMaxForce () { return jniGetMaxForce(addr); } private native float jniGetMaxForce (long addr); /* b2MouseJoint* joint = (b2MouseJoint*)addr; return joint->GetMaxForce(); */ /** Set/get the frequency in Hertz. */ public void setFrequency (float hz) { jniSetFrequency(addr, hz); } private native void jniSetFrequency (long addr, float hz); /* b2MouseJoint* joint = (b2MouseJoint*)addr; joint->SetFrequency(hz); */ /** Set/get the frequency in Hertz. */ public float getFrequency () { return jniGetFrequency(addr); } private native float jniGetFrequency (long addr); /* b2MouseJoint* joint = (b2MouseJoint*)addr; return joint->GetFrequency(); */ /** Set/get the damping ratio (dimensionless). */ public void setDampingRatio (float ratio) { jniSetDampingRatio(addr, ratio); } private native void jniSetDampingRatio (long addr, float ratio); /* b2MouseJoint* joint = (b2MouseJoint*)addr; joint->SetDampingRatio( ratio ); */ /** Set/get the damping ratio (dimensionless). */ public float getDampingRatio () { return jniGetDampingRatio(addr); } private native float jniGetDampingRatio (long addr); /* b2MouseJoint* joint = (b2MouseJoint*)addr; return joint->GetDampingRatio(); */ }