/******************************************************************************* * 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; /** 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. */ public class PrismaticJointDef extends JointDef { public PrismaticJointDef () { type = JointType.PrismaticJoint; } /** Initialize the bodies, anchors, axis, and reference angle using the world anchor and world axis. */ public void initialize (Body bodyA, Body bodyB, Vector2 anchor, Vector2 axis) { this.bodyA = bodyA; this.bodyB = bodyB; localAnchorA.set(bodyA.getLocalPoint(anchor)); localAnchorB.set(bodyB.getLocalPoint(anchor)); localAxisA.set(bodyA.getLocalVector(axis)); referenceAngle = bodyB.getAngle() - bodyA.getAngle(); } /** The local anchor point relative to body1's origin. */ public final Vector2 localAnchorA = new Vector2(); /** The local anchor point relative to body2's origin. */ public final Vector2 localAnchorB = new Vector2(); /** The local translation axis in body1. */ public final Vector2 localAxisA = new Vector2(1, 0); /** The constrained angle between the bodies: body2_angle - body1_angle. */ public float referenceAngle = 0; /** Enable/disable the joint limit. */ public boolean enableLimit = false; /** The lower translation limit, usually in meters. */ public float lowerTranslation = 0; /** The upper translation limit, usually in meters. */ public float upperTranslation = 0; /** Enable/disable the joint motor. */ public boolean enableMotor = false; /** The maximum motor torque, usually in N-m. */ public float maxMotorForce = 0; /** The desired motor speed in radians per second. */ public float motorSpeed = 0; }