/* * 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->108 of b2RevoluteJoint.cpp/.h /// Revolute joint definition. This requires defining an /// anchor point where the bodies are joined. The definition /// uses local anchor points so that the initial configuration /// can violate the constraint slightly. You also need to /// specify the initial relative angle for joint limits. This /// helps when saving and loading a game. /// The local anchor points are measured from the body's origin /// rather than the center of mass because: /// 1. you might not know where the center of mass will be. /// 2. if you add/remove shapes from a body and recompute the mass, /// the joints will be broken. public class RevoluteJointDef extends JointDef { public RevoluteJointDef() { type = JointType.REVOLUTE_JOINT; localAnchor1 = new Vec2(0.0f, 0.0f); localAnchor2 = new Vec2(0.0f, 0.0f); referenceAngle = 0.0f; lowerAngle = 0.0f; upperAngle = 0.0f; maxMotorTorque = 0.0f; motorSpeed = 0.0f; enableLimit = false; enableMotor = false; } /// Initialize the bodies, anchors, and reference angle using the world /// anchor. public void initialize(Body b1, Body b2, Vec2 anchor) { body1 = b1; body2 = b2; localAnchor1 = body1.getLocalPoint(anchor); localAnchor2 = body2.getLocalPoint(anchor); 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 body2 angle minus body1 angle in the reference state (radians). public float referenceAngle; /// A flag to enable joint limits. public boolean enableLimit; /// The lower angle for the joint limit (radians). public float lowerAngle; /// The upper angle for the joint limit (radians). public float upperAngle; /// A flag to enable the joint motor. public boolean enableMotor; /// The desired motor speed. Usually in radians per second. public float motorSpeed; /// The maximum motor torque used to achieve the desired motor speed. /// Usually in N-m. public float maxMotorTorque; }