@awayfl/awayfl-player
Version:
Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
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text/typescript
import { b2Body } from '../b2Body';
import { b2Vec2 } from '../../Common/Math';
import { b2JointDef, b2Joint } from '../Joints';
/**
* 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.
* @see b2DistanceJoint
*/
export class b2DistanceJointDef extends b2JointDef {
constructor() {
super();
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;
}
/**
* Initialize the bodies, anchors, and length using the world
* anchors.
*/
public Initialize(bA: b2Body, bB: b2Body,
anchorA: b2Vec2, anchorB: b2Vec2): void {
this.bodyA = bA;
this.bodyB = bB;
this.localAnchorA.SetV(this.bodyA.GetLocalPoint(anchorA));
this.localAnchorB.SetV(this.bodyB.GetLocalPoint(anchorB));
const dX: number = anchorB.x - anchorA.x;
const dY: number = anchorB.y - anchorA.y;
this.length = Math.sqrt(dX * dX + dY * dY);
this.frequencyHz = 0.0;
this.dampingRatio = 0.0;
}
/**
* The local anchor point relative to body1's origin.
*/
public localAnchorA: b2Vec2 = new b2Vec2();
/**
* The local anchor point relative to body2's origin.
*/
public localAnchorB: b2Vec2 = new b2Vec2();
/**
* The natural length between the anchor points.
*/
public length: number;
/**
* The mass-spring-damper frequency in Hertz.
*/
public frequencyHz: number;
/**
* The damping ratio. 0 = no damping, 1 = critical damping.
*/
public dampingRatio: number;
}