UNPKG

@awayfl/awayfl-player

Version:

Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

59 lines (58 loc) 2.66 kB
/* * 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 { __extends } from "tslib"; import { b2JointDef, b2Joint } from '../Joints'; import { b2Vec2 } from '../../Common/Math/b2Vec2'; /// Distance joint definition. This requires defining an /// anchor point on both bodies and the non-zero length of the /// distance joint. The definition uses local anchor points /// so that the initial configuration can violate the constraint /// slightly. This helps when saving and loading a game. /// @warning Do not use a zero or short length. var b2DistanceJointDef = /** @class */ (function (_super) { __extends(b2DistanceJointDef, _super); function b2DistanceJointDef() { var _this = _super.call(this) || this; /// The local anchor point relative to body1's origin. _this.localAnchor1 = new b2Vec2(); /// The local anchor point relative to body2's origin. _this.localAnchor2 = new b2Vec2(); _this.type = b2Joint.e_distanceJoint; //localAnchor1.Set(0.0, 0.0); //localAnchor2.Set(0.0, 0.0); _this.length = 1.0; _this.frequencyHz = 0.0; _this.dampingRatio = 0.0; return _this; } /// Initialize the bodies, anchors, and length using the world /// anchors. b2DistanceJointDef.prototype.Initialize = function (b1, b2, anchor1, anchor2) { this.body1 = b1; this.body2 = b2; this.localAnchor1.SetV(this.body1.GetLocalPoint(anchor1)); this.localAnchor2.SetV(this.body2.GetLocalPoint(anchor2)); var dX = anchor2.x - anchor1.x; var dY = anchor2.y - anchor1.y; this.length = Math.sqrt(dX * dX + dY * dY); this.frequencyHz = 0.0; this.dampingRatio = 0.0; }; return b2DistanceJointDef; }(b2JointDef)); export { b2DistanceJointDef };