/* * 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.*; /// Mouse joint definition. This requires a world target point, /// tuning parameters, and the time step. public class b2MouseJointDef extends b2JointDef { public function b2MouseJointDef() { type = b2Joint.e_mouseJoint; maxForce = 0.0; frequencyHz = 5.0; dampingRatio = 0.7; timeStep = 1.0 / 60.0; } /// The initial world target point. This is assumed /// to coincide with the body anchor initially. public var target:b2Vec2 = new b2Vec2(); /// The maximum constraint force that can be exerted /// to move the candidate body. Usually you will express /// as some multiple of the weight (multiplier * mass * gravity). public var maxForce:Number; /// The response speed. public var frequencyHz:Number; /// The damping ratio. 0 = no damping, 1 = critical damping. public var dampingRatio:Number; /// The time step used in the simulation. public var timeStep:Number; }; }