/* * 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 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(Body b1, Body b2, Vec2 anchor, Vec2 axis) { body1 = b1; body2 = b2; localAnchor1 = body1.getLocalPoint(anchor); localAnchor2 = body2.getLocalPoint(anchor); localAxis1 = body1.getLocalVector(axis); 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; }