Package org.jbox2d.dynamics.joints

Source Code of org.jbox2d.dynamics.joints.DistanceJointDef

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* Copyright (c) 2013, Daniel Murphy
* All rights reserved.
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/*
* 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->142 of b2DistanceJoint.cpp/.h

/**
* Distance joint definition. This requires defining an
* anchor point on both bodies and the non-zero length of the
* distance joint. The definition uses local anchor points
* so that the initial configuration can violate the constraint
* slightly. This helps when saving and loading a game.
* @warning Do not use a zero or short length.
*/
public class DistanceJointDef extends JointDef {
  /** The local anchor point relative to body1's origin. */
  public final Vec2 localAnchorA;

  /** The local anchor point relative to body2's origin. */
  public final Vec2 localAnchorB;

  /** The equilibrium length between the anchor points. */
  public float length;

  /**
   * The mass-spring-damper frequency in Hertz.
   */
  public float frequencyHz;

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

  public DistanceJointDef() {
    type = JointType.DISTANCE;
    localAnchorA = new Vec2(0.0f, 0.0f);
    localAnchorB = new Vec2(0.0f, 0.0f);
    length = 1.0f;
    frequencyHz = 0.0f;
    dampingRatio = 0.0f;
  }

  /**
   * Initialize the bodies, anchors, and length using the world
   * anchors.
   * @param b1 First body
   * @param b2 Second body
   * @param anchor1 World anchor on first body
   * @param anchor2 World anchor on second body
   */
  public void initialize(final Body b1, final Body b2, final Vec2 anchor1, final Vec2 anchor2) {
    bodyA = b1;
    bodyB = b2;
    localAnchorA.set(bodyA.getLocalPoint(anchor1));
    localAnchorB.set(bodyB.getLocalPoint(anchor2));
    Vec2 d = anchor2.sub(anchor1);
    length = d.length();
  }
}
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