com.badlogic.gdx.physics.box2d.joints
Class RevoluteJointDef

java.lang.Object
  extended by com.badlogic.gdx.physics.box2d.JointDef
      extended by com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef

public class RevoluteJointDef
extends JointDef

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.


Nested Class Summary
 
Nested classes/interfaces inherited from class com.badlogic.gdx.physics.box2d.JointDef
JointDef.JointType
 
Field Summary
 boolean enableLimit
          A flag to enable joint limits.
 boolean enableMotor
          A flag to enable the joint motor.
 Vector2 localAnchorA
          The local anchor point relative to body1's origin.
 Vector2 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 com.badlogic.gdx.physics.box2d.JointDef
bodyA, bodyB, collideConnected, type
 
Constructor Summary
RevoluteJointDef()
           
 
Method Summary
 void initialize(Body bodyA, Body bodyB, Vector2 anchor)
          Initialize the bodies, anchors, and reference angle using a world anchor point.
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

localAnchorA

public final Vector2 localAnchorA
The local anchor point relative to body1's origin.


localAnchorB

public final Vector2 localAnchorB
The local anchor point relative to body2's origin.


referenceAngle

public float referenceAngle
The body2 angle minus body1 angle in the reference state (radians).


enableLimit

public boolean enableLimit
A flag to enable joint limits.


lowerAngle

public float lowerAngle
The lower angle for the joint limit (radians).


upperAngle

public float upperAngle
The upper angle for the joint limit (radians).


enableMotor

public boolean enableMotor
A flag to enable the joint motor.


motorSpeed

public float motorSpeed
The desired motor speed. Usually in radians per second.


maxMotorTorque

public float maxMotorTorque
The maximum motor torque used to achieve the desired motor speed. Usually in N-m.

Constructor Detail

RevoluteJointDef

public RevoluteJointDef()
Method Detail

initialize

public void initialize(Body bodyA,
                       Body bodyB,
                       Vector2 anchor)
Initialize the bodies, anchors, and reference angle using a world anchor point.



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