/******************************************************************************* * 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.JointDef; /** Rope joint definition. This requires two body anchor points and a maximum lengths. Note: by default the connected objects will * not collide. see collideConnected in b2JointDef. * @author mzechner */ public class RopeJointDef extends JointDef { public RopeJointDef () { type = JointType.RopeJoint; } /** The local anchor point relative to bodyA's origin. **/ public final Vector2 localAnchorA = new Vector2(-1, 0); /** The local anchor point relative to bodyB's origin. **/ public final Vector2 localAnchorB = new Vector2(1, 0); /** The maximum length of the rope. Warning: this must be larger than b2_linearSlop or the joint will have no effect. */ public float maxLength = 0; }