/*
* 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;
import org.jbox2d.dynamics.Body;
//Updated to rev 56->130 of b2PrismaticJoint.cpp/.h
/**
* A prismatic joint definition. This joint provides one degree of freedom: translation
* along an axis fixed in body1. Relative rotation is prevented. You can
* use a joint limit to restrict the range of motion and a joint motor to
* drive the motion or to model joint friction.
*/
public class PrismaticJointDef extends JointDef {
public PrismaticJointDef() {
type = JointType.PRISMATIC_JOINT;
localAnchor1 = new Vec2();
localAnchor2 = new Vec2();
localAxis1 = new Vec2();
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
public void initialize(final Body b1, final Body b2, final Vec2 anchor, final Vec2 axis) {
body1 = b1;
body2 = b2;
body1.getLocalPointToOut(anchor, localAnchor1);
body2.getLocalPointToOut(anchor, localAnchor2);
body1.getLocalVectorToOut(axis, localAxis1);
referenceAngle = body2.getAngle() - body1.getAngle();
}
/// The local anchor point relative to body1's origin.
public Vec2 localAnchor1;
/// The local anchor point relative to body2's origin.
public Vec2 localAnchor2;
/// The local translation axis in body1.
public Vec2 localAxis1;
/// The constrained angle between the bodies: body2_angle - body1_angle.
public float referenceAngle;
/// Enable/disable the joint limit.
public boolean enableLimit;
/// The lower translation limit, usually in meters.
public float lowerTranslation;
/// The upper translation limit, usually in meters.
public float upperTranslation;
/// Enable/disable the joint motor.
public boolean enableMotor;
/// The maximum motor torque, usually in N-m.
public float maxMotorForce;
/// The desired motor speed in radians per second.
public float motorSpeed;
}