﻿/*
* 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.
*/

import { b2JointDef, b2Joint } from '../Joints';
import { b2Vec2 } from '../../Common/Math';

/// Mouse joint definition. This requires a world target point,
/// tuning parameters, and the time step.
export class b2MouseJointDef extends b2JointDef {
	constructor() {
		super();

		this.type = b2Joint.e_mouseJoint;
		this.maxForce = 0.0;
		this.frequencyHz = 5.0;
		this.dampingRatio = 0.7;
		this.timeStep = 1.0 / 60.0;
	}

	/// The initial world target point. This is assumed
	/// to coincide with the body anchor initially.
	public 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 maxForce: number;
	/// The response speed.
	public frequencyHz: number;
	/// The damping ratio. 0 = no damping, 1 = critical damping.
	public dampingRatio: number;
	/// The time step used in the simulation.
	public timeStep: number;
}