/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * 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 Box2D.Dynamics.Joints{ import Box2D.Common.Math.*; import Box2D.Dynamics.*; public class b2PrismaticJointDef extends b2JointDef { public function b2PrismaticJointDef() { type = b2Joint.e_prismaticJoint; //localAnchor1.SetZero(); //localAnchor2.SetZero(); localAxis1.Set(1.0, 0.0); referenceAngle = 0.0; enableLimit = false; lowerTranslation = 0.0; upperTranslation = 0.0; enableMotor = false; maxMotorForce = 0.0; motorSpeed = 0.0; } public function Initialize(b1:b2Body, b2:b2Body, anchor:b2Vec2, axis:b2Vec2) : void { body1 = b1; body2 = b2; localAnchor1 = body1.GetLocalPoint(anchor); localAnchor2 = body2.GetLocalPoint(anchor); localAxis1 = body1.GetLocalVector(axis); referenceAngle = body2.GetAngle() - body1.GetAngle(); } /// The local anchor point relative to body1's origin. public var localAnchor1:b2Vec2 = new b2Vec2(); /// The local anchor point relative to body2's origin. public var localAnchor2:b2Vec2 = new b2Vec2(); /// The local translation axis in body1. public var localAxis1:b2Vec2 = new b2Vec2(); /// The constrained angle between the bodies: body2_angle - body1_angle. public var referenceAngle:Number; /// Enable/disable the joint limit. public var enableLimit:Boolean; /// The lower translation limit, usually in meters. public var lowerTranslation:Number; /// The upper translation limit, usually in meters. public var upperTranslation:Number; /// Enable/disable the joint motor. public var enableMotor:Boolean; /// The maximum motor torque, usually in N-m. public var maxMotorForce:Number; /// The desired motor speed in radians per second. public var motorSpeed:Number; }; }