/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
package org.jbox2d.dynamics.joints;
import org.jbox2d.common.Vec2;
//Updated to rev 130 of b2MouseJoint.cpp/.h
/**
* This joint is used to add force to an object to accelerate to a position,
* normally used with the mouse.
*/
public class MouseJointDef extends JointDef {
/**
* The initial world target point. This is assumed
* to coincide with the body anchor initially.
*/
public Vec2 target;
/**
* The maximum constraint force that can be exerted
* to move the candidate body. Usually you will express
* as some multiple of the weight (multiplier * mass * gravity).
*/
public float maxForce;
/** The response speed. */
public float frequencyHz;
/** The damping ratio. 0 = no damping, 1 = critical damping. */
public float dampingRatio;
/** The time step used in the simulation. */
public float timeStep;
public MouseJointDef() {
type = JointType.MOUSE_JOINT;
target = new Vec2(0.0f, 0.0f);
maxForce = 0.0f;
frequencyHz = 5.0f;
dampingRatio = 0.7f;
timeStep = 1.0f / 60.0f;
}
}