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  /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) {
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  /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
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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
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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
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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
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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()
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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
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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
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  /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) {
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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;
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  /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()
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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()
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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))
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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;
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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()
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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()
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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()
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  /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
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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
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