/* * 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.Joints.*; import Box2D.Dynamics.*; /// 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 b2DistanceJointDef extends b2JointDef { public function b2DistanceJointDef() { type = b2Joint.e_distanceJoint; //localAnchor1.Set(0.0, 0.0); //localAnchor2.Set(0.0, 0.0); length = 1.0; frequencyHz = 0.0; dampingRatio = 0.0; } /// Initialize the bodies, anchors, and length using the world /// anchors. public function Initialize(b1:b2Body, b2:b2Body, anchor1:b2Vec2, anchor2:b2Vec2) : void { body1 = b1; body2 = b2; localAnchor1.SetV( body1.GetLocalPoint(anchor1)); localAnchor2.SetV( body2.GetLocalPoint(anchor2)); var dX:Number = anchor2.x - anchor1.x; var dY:Number = anchor2.y - anchor1.y; length = Math.sqrt(dX*dX + dY*dY); frequencyHz = 0.0; dampingRatio = 0.0; } /// 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 equilibrium length between the anchor points. public var length:Number; /// The response speed. public var frequencyHz:Number; /// The damping ratio. 0 = no damping, 1 = critical damping. public var dampingRatio:Number; }; }