com.badlogic.gdx.physics.box2d.joints.WeldJointDef.java Source code

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/*******************************************************************************
 * 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.Body;
import com.badlogic.gdx.physics.box2d.JointDef;

public class WeldJointDef extends JointDef {
    public WeldJointDef() {
        type = JointType.WeldJoint;
    }

    // / Initialize the bodies, anchors, and reference angle using a world
    // / anchor point.
    public void initialize(Body body1, Body body2, Vector2 anchor) {
        this.bodyA = body1;
        this.bodyB = body2;
        this.localAnchorA.set(body1.getLocalPoint(anchor));
        this.localAnchorB.set(body2.getLocalPoint(anchor));
        referenceAngle = body2.getAngle() - body1.getAngle();
    }

    /** The local anchor point relative to body1's origin. */
    public final Vector2 localAnchorA = new Vector2();

    /** The local anchor point relative to body2's origin. */
    public final Vector2 localAnchorB = new Vector2();

    /** The body2 angle minus body1 angle in the reference state (radians). */
    public float referenceAngle = 0;

    /** The mass-spring-damper frequency in Hertz. Rotation only. Disable softness with a value of 0. */
    public float frequencyHz = 0;

    /** The damping ratio. 0 = no damping, 1 = critical damping. */
    public float dampingRatio = 0;

    @Override
    public org.jbox2d.dynamics.joints.JointDef toJBox2d() {
        org.jbox2d.dynamics.joints.WeldJointDef jd = new org.jbox2d.dynamics.joints.WeldJointDef();
        jd.bodyA = bodyA.body;
        jd.bodyB = bodyB.body;
        jd.collideConnected = collideConnected;
        jd.dampingRatio = dampingRatio;
        jd.frequencyHz = frequencyHz;
        jd.localAnchorA.set(localAnchorA.x, localAnchorA.y);
        jd.localAnchorB.set(localAnchorB.x, localAnchorB.y);
        jd.referenceAngle = referenceAngle;
        jd.type = org.jbox2d.dynamics.joints.JointType.WELD;
        return jd;
    }
}