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java.lang.Objectorg.jbox2d.dynamics.joints.JointDef
org.jbox2d.dynamics.joints.RevoluteJointDef
public class RevoluteJointDef
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:
Field Summary | |
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boolean |
enableLimit
A flag to enable joint limits. |
boolean |
enableMotor
A flag to enable the joint motor. |
Vec2 |
localAnchorA
The local anchor point relative to body1's origin. |
Vec2 |
localAnchorB
The local anchor point relative to body2's origin. |
float |
lowerAngle
The lower angle for the joint limit (radians). |
float |
maxMotorTorque
The maximum motor torque used to achieve the desired motor speed. |
float |
motorSpeed
The desired motor speed. |
float |
referenceAngle
The body2 angle minus body1 angle in the reference state (radians). |
float |
upperAngle
The upper angle for the joint limit (radians). |
Fields inherited from class org.jbox2d.dynamics.joints.JointDef |
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bodyA, bodyB, collideConnected, type, userData |
Constructor Summary | |
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RevoluteJointDef()
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Method Summary | |
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void |
initialize(Body b1,
Body b2,
Vec2 anchor)
Initialize the bodies, anchors, and reference angle using the world anchor. |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Field Detail |
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public Vec2 localAnchorA
public Vec2 localAnchorB
public float referenceAngle
public boolean enableLimit
public float lowerAngle
public float upperAngle
public boolean enableMotor
public float motorSpeed
public float maxMotorTorque
Constructor Detail |
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public RevoluteJointDef()
Method Detail |
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public void initialize(Body b1, Body b2, Vec2 anchor)
b1
- b2
- anchor
-
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