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@awayfl/awayfl-player

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

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/* * 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 { b2JointDef, b2Joint } from '../Joints'; import { b2Body } from '../b2Body'; 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. 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(b1: b2Body, b2: b2Body, anchor1: b2Vec2, anchor2: b2Vec2): void { this.body1 = b1; this.body2 = b2; this.localAnchor1.SetV(this.body1.GetLocalPoint(anchor1)); this.localAnchor2.SetV(this.body2.GetLocalPoint(anchor2)); const dX: number = anchor2.x - anchor1.x; const dY: number = anchor2.y - anchor1.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 localAnchor1: b2Vec2 = new b2Vec2(); /// The local anchor point relative to body2's origin. public localAnchor2: b2Vec2 = new b2Vec2(); /// The equilibrium length between the anchor points. public length: number; /// The response speed. public frequencyHz: number; /// The damping ratio. 0 = no damping, 1 = critical damping. public dampingRatio: number; }