/external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/ |
JointEdge.java | 19 /** A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an 20 * edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for 24 public final Joint joint; field in class:JointEdge 26 protected JointEdge (Body other, Joint joint) { [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d/src/com/badlogic/gdx/physics/box2d/joints/ |
GearJoint.java | 19 import com.badlogic.gdx.physics.box2d.Joint; 22 /** A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear 24 * joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 27 public class GearJoint extends Joint { 33 private Joint joint1 [all...] |
GearJointDef.java | 19 import com.badlogic.gdx.physics.box2d.Joint; 22 /** Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The 29 /** The first revolute/prismatic joint attached to the gear joint. */ 30 public Joint joint1 = null; 32 /** The second revolute/prismatic joint attached to the gear joint. */ 33 public Joint joint2 = null;
|
PulleyJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio 26 public class PulleyJoint extends Joint { 47 b2PulleyJoint* joint = (b2PulleyJoint*)addr; 48 anchor[0] = joint->GetGroundAnchorA().x; 49 anchor[1] = joint->GetGroundAnchorA().y; 62 b2PulleyJoint* joint = (b2PulleyJoint*)addr; 63 anchor[0] = joint->GetGroundAnchorB().x; 64 anchor[1] = joint->GetGroundAnchorB().y; 73 b2PulleyJoint* joint = (b2PulleyJoint*)addr [all...] |
RopeJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to 27 public class RopeJoint extends Joint { 48 b2RopeJoint* joint = (b2RopeJoint*)addr; 49 anchor[0] = joint->GetLocalAnchorA().x; 50 anchor[1] = joint->GetLocalAnchorA().y; 60 b2RopeJoint* joint = (b2RopeJoint*)addr; 61 anchor[0] = joint->GetLocalAnchorB().x; 62 anchor[1] = joint->GetLocalAnchorB().y;
|
DistanceJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a 25 public class DistanceJoint extends Joint { 46 b2DistanceJoint* joint = (b2DistanceJoint*)addr; 47 anchor[0] = joint->GetLocalAnchorA().x; 48 anchor[1] = joint->GetLocalAnchorA().y; 58 b2DistanceJoint* joint = (b2DistanceJoint*)addr; 59 anchor[0] = joint->GetLocalAnchorB().x; 60 anchor[1] = joint->GetLocalAnchorB().y; 69 b2DistanceJoint* joint = (b2DistanceJoint*)addr [all...] |
FrictionJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction. */ 24 public class FrictionJoint extends Joint { 45 b2FrictionJoint* joint = (b2FrictionJoint*)addr; 46 anchor[0] = joint->GetLocalAnchorA().x; 47 anchor[1] = joint->GetLocalAnchorA().y; 57 b2FrictionJoint* joint = (b2FrictionJoint*)addr; 58 anchor[0] = joint->GetLocalAnchorB().x; 59 anchor[1] = joint->GetLocalAnchorB().y; 68 b2FrictionJoint* joint = (b2FrictionJoint*)addr [all...] |
MotorJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a 25 public class MotorJoint extends Joint { 45 b2MotorJoint* joint = (b2MotorJoint*)addr; 46 linearOffset[0] = joint->GetLinearOffset().x; 47 linearOffset[1] = joint->GetLinearOffset().y; 55 b2MotorJoint* joint = (b2MotorJoint*)addr; 56 joint->SetLinearOffset(b2Vec2(linearOffsetX, linearOffsetY)); 64 b2MotorJoint* joint = (b2MotorJoint*)addr; 65 return joint->GetAngularOffset() [all...] |
MouseJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. 24 * This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual 25 * because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed. */ 26 public class MouseJoint extends Joint { 42 b2MouseJoint* joint = (b2MouseJoint*)addr; 43 joint->SetTarget( b2Vec2(x, y ) ); 58 b2MouseJoint* joint = (b2MouseJoint*)addr; 59 target[0] = joint->GetTarget().x; 60 target[1] = joint->GetTarget().y [all...] |
WeldJoint.java | 20 import com.badlogic.gdx.physics.box2d.Joint; 23 /** A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is 25 public class WeldJoint extends Joint { 46 b2WeldJoint* joint = (b2WeldJoint*)addr; 47 anchor[0] = joint->GetLocalAnchorA().x; 48 anchor[1] = joint->GetLocalAnchorA().y; 58 b2WeldJoint* joint = (b2WeldJoint*)addr; 59 anchor[0] = joint->GetLocalAnchorB().x; 60 anchor[1] = joint->GetLocalAnchorB().y [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/ |
JointEdge.java | 19 /** A joint edge is used to connect bodies and joints together in a joint graph where each body is a node and each joint is an 20 * edge. A joint edge belongs to a doubly linked list maintained in each attached body. Each joint has two joint nodes, one for 24 public final Joint joint; field in class:JointEdge 26 protected JointEdge (Body other, Joint joint) { [all...] |
Joint.java | 24 public abstract class Joint { 26 org.jbox2d.dynamics.joints.Joint joint; field in class:Joint 31 /** Constructs a new joint 32 * @param addr the address of the joint */ 33 protected Joint (World world, org.jbox2d.dynamics.joints.Joint joint) { 35 this.joint = joint; [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/com/badlogic/gdx/physics/box2d/joints/ |
GearJoint.java | 19 import com.badlogic.gdx.physics.box2d.Joint; 22 /** A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear 24 * joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 27 public class GearJoint extends Joint { 28 org.jbox2d.dynamics.joints.GearJoint joint; field in class:GearJoint [all...] |
GearJointDef.java | 19 import com.badlogic.gdx.physics.box2d.Joint; 22 /** Gear joint definition. This definition requires two existing revolute or prismatic joints (any combination will work). The 29 /** The first revolute/prismatic joint attached to the gear joint. */ 30 public Joint joint1 = null; 32 /** The second revolute/prismatic joint attached to the gear joint. */ 33 public Joint joint2 = null;
|
DistanceJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a 27 public class DistanceJoint extends Joint { 28 org.jbox2d.dynamics.joints.DistanceJoint joint; field in class:DistanceJoint 33 public DistanceJoint (World world, org.jbox2d.dynamics.joints.DistanceJoint joint) { 34 super(world, joint); 35 this.joint = joint; 39 Vec2 localAnchor = joint.getLocalAnchorA(); 45 Vec2 localAnchor = joint.getLocalAnchorB() [all...] |
FrictionJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction. */ 26 public class FrictionJoint extends Joint { 27 org.jbox2d.dynamics.joints.FrictionJoint joint; field in class:FrictionJoint 32 public FrictionJoint (World world, org.jbox2d.dynamics.joints.FrictionJoint joint) { 33 super(world, joint); 34 this.joint = joint; 38 Vec2 localAnchor = joint.getLocalAnchorA(); 44 Vec2 localAnchor = joint.getLocalAnchorB() [all...] |
MotorJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a 27 public class MotorJoint extends Joint { 28 org.jbox2d.dynamics.joints.MotorJoint joint; field in class:MotorJoint 33 public MotorJoint (World world, org.jbox2d.dynamics.joints.MotorJoint joint) { 34 super(world, joint); 35 this.joint = joint; 39 joint.getLinearOffset(tmp); 44 joint.setLinearOffset(tmp.set(linearOffset.x, linearOffset.y)) [all...] |
MouseJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** A mouse joint is used to make a point on a body track a specified world point. This a soft constraint with a maximum force. 26 * This allows the constraint to stretch and without applying huge forces. NOTE: this joint is not documented in the manual 27 * because it was developed to be used in the testbed. If you want to learn how to use the mouse joint, look at the testbed. */ 28 public class MouseJoint extends Joint { 29 org.jbox2d.dynamics.joints.MouseJoint joint; field in class:MouseJoint 32 public MouseJoint (World world, org.jbox2d.dynamics.joints.MouseJoint joint) { 33 super(world, joint); 34 this.joint = joint; [all...] |
PulleyJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio 28 public class PulleyJoint extends Joint { 29 org.jbox2d.dynamics.joints.PulleyJoint joint; field in class:PulleyJoint 31 public PulleyJoint (World world, org.jbox2d.dynamics.joints.PulleyJoint joint) { 32 super(world, joint); 33 this.joint = joint; 40 Vec2 g = joint.getGroundAnchorA(); 48 Vec2 g = joint.getGroundAnchorB() [all...] |
RopeJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** A rope joint enforces a maximum distance between two points on two bodies. It has no other effect. Warning: if you attempt to 29 public class RopeJoint extends Joint { 30 org.jbox2d.dynamics.joints.RopeJoint joint; field in class:RopeJoint 35 public RopeJoint (World world, org.jbox2d.dynamics.joints.RopeJoint joint) { 36 super(world, joint); 37 this.joint = joint; 41 Vec2 localAnchor = joint.getLocalAnchorA(); 47 Vec2 localAnchor = joint.getLocalAnchorB() [all...] |
WeldJoint.java | 22 import com.badlogic.gdx.physics.box2d.Joint; 25 /** A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is 27 public class WeldJoint extends Joint { 28 org.jbox2d.dynamics.joints.WeldJoint joint; field in class:WeldJoint 33 public WeldJoint (World world, org.jbox2d.dynamics.joints.WeldJoint joint) { 34 super(world, joint); 38 Vec2 localAnchor = joint.getLocalAnchorA(); 44 Vec2 localAnchor = joint.getLocalAnchorB(); 50 return joint.getReferenceAngle() [all...] |
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/callbacks/ |
DestructionListener.java | 30 import org.jbox2d.dynamics.joints.Joint; 41 * Called when any joint is about to be destroyed due 43 * @param joint 45 void sayGoodbye(Joint joint);
|
/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/ |
GearJointDef.java | 30 * Gear joint definition. This definition requires two existing revolute or prismatic joints (any 37 * The first revolute/prismatic joint attached to the gear joint. 39 public Joint joint1; 42 * The second revolute/prismatic joint attached to the gear joint. 44 public Joint joint2;
|
JointEdge.java | 29 * A joint edge is used to connect bodies and joints together 30 * in a joint graph where each body is a node and each joint 31 * is an edge. A joint edge belongs to a doubly linked list 32 * maintained in each attached body. Each joint has two joint 44 * the joint 46 public Joint joint = null; field in class:JointEdge 49 * the previous joint edge in the body's joint lis [all...] |
Joint.java | 34 * The base joint class. Joints are used to constrain two bodies together in various fashions. Some 39 public abstract class Joint { 41 public static Joint create(World world, JointDef def) { 42 // Joint joint = null; 74 public static void destroy(Joint joint) { 75 joint.destructor(); 79 public Joint m_prev; 80 public Joint m_next [all...] |