1 /******************************************************************************* 2 * Copyright (c) 2013, Daniel Murphy 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without modification, 6 * are permitted provided that the following conditions are met: 7 * * Redistributions of source code must retain the above copyright notice, 8 * this list of conditions and the following disclaimer. 9 * * Redistributions in binary form must reproduce the above copyright notice, 10 * this list of conditions and the following disclaimer in the documentation 11 * and/or other materials provided with the distribution. 12 * 13 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 14 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 15 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 16 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, 17 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT 18 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 19 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 20 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 21 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 22 * POSSIBILITY OF SUCH DAMAGE. 23 ******************************************************************************/ 24 package org.jbox2d.dynamics.joints; 25 26 import org.jbox2d.common.Vec2; 27 28 /** 29 * Mouse joint definition. This requires a world target point, tuning parameters, and the time step. 30 * 31 * @author Daniel 32 */ 33 public class MouseJointDef extends JointDef { 34 /** 35 * The initial world target point. This is assumed to coincide with the body anchor initially. 36 */ 37 public final Vec2 target = new Vec2(); 38 39 /** 40 * The maximum constraint force that can be exerted to move the candidate body. Usually you will 41 * express as some multiple of the weight (multiplier * mass * gravity). 42 */ 43 public float maxForce; 44 45 /** 46 * The response speed. 47 */ 48 public float frequencyHz; 49 50 /** 51 * The damping ratio. 0 = no damping, 1 = critical damping. 52 */ 53 public float dampingRatio; 54 55 public MouseJointDef() { 56 super(JointType.MOUSE); 57 target.set(0, 0); 58 maxForce = 0; 59 frequencyHz = 5; 60 dampingRatio = .7f; 61 } 62 } 63